OctaneRender 2 for Modo [OBSOLETE]

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Good to have you back Raf.
1-If you have a material grouped under a group matereal doesn't update like it's outside form it.check the image of a grouped octane material.
Yes - this was reported a week ago, and I have had a look at a solution, but because you could have a particular mesh item both inside and outside the group tag in the Shader Tree it breaks the ay Octane materials are assigned and named. So I have some work to do to look for a viable solution.
2-while rendering if you change mesh visibility inside modo(toggle the eye on/of) nothing changes in octane.HOWEVER, if you have meshes nested into a folder they do!

so, that means that meshes inside a group are being loaded into octane even if they're toggled of.
I will fix this.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
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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
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
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This isnt working correctly. The height is incorrect. It looks like you are using the window size for your math (which includes the border and header). You need to be doing the math on the internal viewport dimensions.
Fixed in the next release.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
Posts: 15717
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

2-while rendering if you change mesh visibility inside modo(toggle the eye on/of) nothing changes in octane.HOWEVER, if you have meshes nested into a folder they do!

so, that means that meshes inside a group are being loaded into octane even if they're toggled of.
Raf - I tested this and it appears to be working correctly. Meshes will only toggle visibility when the Viewport is open if they have "Live Geometry Update" ticked. Is it possible you are changing the visibility of non-live items when the Viewport is open?

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
Posts: 15717
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I have refreshed the installer at the top of this thread with:

2.1.0.20
- Compiled against the revised Octane 2.01 library (fixes kernel failure if there are image nodes with no teturemap)
- Fixed issue where the Viewport height was not being correctly calculated in Lock Aspect Ratio mode

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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Obizzz
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face_off wrote: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
Oh, I didn't know it was that simple. That's an even better solution. That way I can make all the furniture in an interior scene live and leave the rest as static. Excellent solution, thank you!

I feel like I was only complaining. Besides the issues I mentioned the plugin is now awesome. Render region is great and I think you've pretty much nailed the material conversion by now. Materials aren't perfect but provide a very good base to start from so I won't have to make everything from scratch when converting an old Modo scene.
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funk
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face_off wrote:Fixed issue where the Viewport height was not being correctly calculated in Lock Aspect Ratio mode
Yes! This one is going on by default. Thanks Paul.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
v1adut
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Posts: 154
Joined: Sun May 30, 2010 4:27 pm

Hi Paul, can you integrate the floating buttons of the preview render as you did with the schematic properties, this will be very useful to use the window in fullscreen for rendering. Please do this for us.
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Rafael-Vallaperde
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Hi there.

Paul, one thing that i love form the standalone is that when you click the material node it simply jumps to the Material sphere scene and that's quite helpful.

Do you think this could be implemented in the plugin somehow? like a button similar to the "preview" button or something like this?
any ideas?

Cheers!!
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Obizzz
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face_off wrote:
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.

Paul
I haven't had this since. Maybe it was a temporary hardware issue. IIRC all these happened on the same session without a reboot of the computer.
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