Page 6 of 73
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Sun Nov 16, 2014 12:11 pm
by funk
I just exported a test scene to standalone so I could look at the node graph and now I understand the problem
face_off wrote:One solution would be for the plugin to add an Object Layer Map node to the output of the Scatter - then turning off the visibility of the Mesh node would turn off it's visibility, plus all instances. Would that work for you?
Yes this would be OK, but the object layer map will need to be after the mesh, not the scatter, for it to work.
If I need finer control over instances, I'll just turn some of them into real meshes in modo.
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Sun Nov 16, 2014 9:11 pm
by face_off
Yes this would be OK, but the object layer map will need to be after the mesh, not the scatter, for it to work.
Actually - I think either between the Scatter and Geometry Group OR between the Mesh and Scatter should equally work - but I will test and implement in the next release.
Paul
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Wed Nov 19, 2014 12:17 pm
by face_off
Below is an initial test build for 2.13. It contains a fix for the Octane visibility settings working with Instance source Meshes. Keen for "testing" people to give it run to make sure the change hasn't had a negative impact on something else before I post it at the top of this thread.
2.13.0.38
- Compiled with 2.13. See the Octane Standalone 2.13 release notes for important changes made in this release
- IMPORTANT: Requires Cuda driver 344.x or later
- Mesh Octane visibility controls now work for Meshes which are instance sources. Octane Visibility controls do not work for Replicator sources
http://render.otoy.com/customerdownload ... _64bit.exe
Paul
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Wed Nov 19, 2014 9:35 pm
by face_off
I have refreshed the test build above with:
2.13.0.39
- Fixed Cuda error [Failed to open destination package "C:\Users\Paul\Documents\test file.orbx" for re-export] introduced in 2.13.0.8
http://render.otoy.com/customerdownload ... _64bit.exe
Paul
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Wed Nov 19, 2014 9:48 pm
by funk
Paul, here is a small test scene showing the bugs I found during testing
1. Load scene and open octane viewport
2. Select the "Cone Source" item
BUG 1: This has live geo enabled and camera visibility OFF, but octane is rendering it. If you toggle cam visibility ON/OFF it fixes it, but reloading the viewport breaks it again.
3. Select "Sphere Repl Prototype" and toggle the modo EYE icon ON then OFF.
BUG 2: The octane viewport removes all the replicas. If you reload the viewport, they appear correctly again. This bug isnt critical since reloading fixes it. You may just need to display a dialog box telling users to reload.
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Sat Nov 22, 2014 3:42 am
by face_off
Another small update before I post this to the top of the thread:
2.13.0.40
- Fixed bug where non-visibility instance source Mesh items would not render visible instances based on that Mesh
- Fixed a number of other minor issues related to updating Mesh Visibility in the Viewport for live Meshes
- NOTE : Changing a replicator prototype visibility from OFF to ON will require a Viewport refresh in order for it to become visible. A warning dialog is NOT displayed, since there is not an efficient way to determine if a Mesh is a replicator prototype in the Modo API. Pls also note that Octane Object Visibility oes not apply to Replicator source Meshes.
- Added the new Motion Vector render pass (incl new tickbox in the Infochannel kernel). Not, this only works in the plugin for Object Motion Blur where Load All Frames Into Octane is ticked. For Verte Motion Blur, export to Standalone with the "octane.command exportAlembic" command.
http://render.otoy.com/customerdownload ... _64bit.exe
Paul
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Sat Nov 22, 2014 4:07 am
by funk
If you grab the scene in my previous post
1. Disable live geo on "Sphere Repl Prototype"
2. reload scene
The replicator should be rendering 4 spheres now (modo replicators still render hidden prototypes), but nothing renders
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Sun Nov 23, 2014 5:06 am
by face_off
Below is a further test release candidate. The first point below required a substantial effort to fix, and a lot of code changes.
2.13.0.41
- Fixed Modo crash when deleting Instance and Replicator source Meshes when the Viewport is open
- Fixed issue where if a Replicator prototype was not visible in Modo, the replicator was not rendering at all in Octane
http://render.otoy.com/customerdownload ... _64bit.exe
Paul
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Mon Nov 24, 2014 10:20 am
by funk
Paul I'm just testing some older scenes with replicator prototypes connected in the schematic. They render nothing in the latest builds. I went back to 2.12.1.37 and they work there
Re: OctaneRender for Modo (Windows) 2.12.1 [TEST]
Posted: Mon Nov 24, 2014 10:23 am
by face_off
I'm just testing some older scenes with replicator prototypes connected in the schematic. They render nothing in the latest builds. I went back to 2.12.1.37 and they work there
Can you send me a test scene pls and I will fix the problem.
Paul