Sometimes objects don't load in the renderer even though they are fully visible in Modo. I tried hiding something else and it turned up. I was not at the memory limit as the scene was using approx 800MB and I have a 6GB Titan. If I encounter this again I'll try to isolate it a bit more. It's been in rather complex scenes so far so I need to narrow it down.
Check your Modo Event Log - it should indicate if a load problem has happened. If there is no indication there, pls send me a scene which exhibits this problem. The likely candidate is that your Maximum Vertices is too low - you need it to be 3 times greater than the number of polygons in largest Octane mesh node in the scene.
Sometimes changing values in the imager / post processing that should not reset the renderer do. This is a serious error as it makes it impossible to tweak hotpixel values and anything of the sort. Again I'll try to narrow this down for you. Has anyone else experienced this?
Is it possible you have one of the mesh transform tools open? This might be sending mesh change events if you change /any/ Modo property, causing the mesh to be reloaded and the render to restart.
In 1.5 exporting a scene to .ocs exported all objects with a connected placement node. Although very cluttery it could be really helpful if you needed to fine tune positions inside the standalone. Could it be possible to have this type of export as an option as opposed to the "Non-Live Items mesh" we have now? I can see why this was done but for some situations the old system was perfect. (easy to swap objects etc)
Having "Non-Live" mesh items have their own geometry group pin was causing lag issues on very large scenes. So if you want to have a placement for each mesh, select all the meshes in the scene and enable the "Live Geometry Update" property (ie. make all meshes "live").
Paul