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Re: OctaneRender for Modo 3.03.2 [TEST]

Posted: Tue Aug 09, 2016 12:40 pm
by sjogren
Thanks Paul, this feature looks great.
/niklas

Re: OctaneRender for Modo 3.03.2 [TEST]

Posted: Wed Aug 10, 2016 2:44 am
by MrFurious
Nice work on Voxels although it's not something I'm likely to use often. Integration looks fantastic. (we need a thumbs up smiley)

Re: OctaneRender for Modo 3.03.2 [TEST]

Posted: Thu Aug 11, 2016 9:51 am
by Uhlhorn
face_off wrote:Network Rendering
For Network Rendering, you must use the Octane slave release 3.03.2.
Please, can You put a link to the Octane slave? The slave is underlined but this it’s not a link. I don’t know where I to find it.

Re: OctaneRender for Modo 3.03.2 [TEST]

Posted: Thu Aug 11, 2016 11:19 am
by face_off
Please, can You put a link to the Octane slave? The slave is underlined but this it’s not a link. I don’t know where I to find it.
You will generally find the test builds of Octane at viewforum.php?f=24. I deliberately don't put a specific link because it was too prone to (my) human error.

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Thu Aug 11, 2016 12:36 pm
by face_off
I have updated the installers at the top of this thread with:

3.3.3.112 (11-Aug-2016)
- Compiled with Octane 3.03.3
- Changing the Render->Frame->Resolution Units now correctly reframes/rezooms the Octane Viewport
- Changes to a Morph Influence now trigger a reloading of the parent mesh if that mesh has Live Geometry Update enabled
- Added octane.uploadFrame to upload the currently rendering scene to the OctaneRender Cloud. If Octane is not rendering, the scene will be loaded into Octane and uploaded without starting the actual render. The upload status is in the render statistics. octane.cancelUpload will cancel the upload
- Renamed "Load All Frames Into Octane" to "Object Motion Blur"
- Added "Camera Motion Blur" checkbox. This means you can now render animations where the render camera changes between cameras (turn Camera Motion Blur OFF to do this)
- EXPERIMENTAL: Added Proxy meshes to Modo Item items. This allows you to specify an OCS or ORBX file in the Mesh->Octane properties and the mesh item from that file will be rendered instead of the Modo Mesh item. This is only available if Live Geometry Update is OFF. See https://docs.otoy.com/manuals/products/ ... oxy-files/ for details.
- The octane.saveAnimation command now deletes the temporary ABC file created if exporting to the .orbx format
- Resolved an issue where meshes were not always reloading correcting (eg. for some Fur Material situations) when rendering animations when Use Modo Render Cache was enabled
- Resolved an issue where the octane.saveAnimation command was only exporting 1 frame if the Use Modo Render Cache option was enabled
- Added "Use Color For Alpha" to the Preferences->Octane panel, which allows you to assign a background color when using the Alpha Channel. Thanks to Funk who worked out how this could be implemented.
- Resolved issue where UV coordinates where not being loaded for static meshes
- Improved the material conversion for VDBVoxel volumes
- Rendering VDBVoxels now detects the density and temperature layers and assigns Scatter, Absorption and Emissions accordingly
- Loading of VDBVoxel data is now done natively through Modo rather than via the .VDB file loader in Octane. This means you can animate .VDB file sequences, and VDB Mesh Source Items are now supported
- You can now edit a Volume material by adding an Octane Override. See https://youtu.be/0pTMl5G5sJU for details.

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Fri Aug 12, 2016 12:23 am
by MrFurious
Excellent, thanks very much Paul.

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Fri Aug 12, 2016 3:51 am
by MrFurious
face_off wrote:I have updated the installers at the top of this thread with:

3.3.3.112 (11-Aug-2016)
- Changes to a Morph Influence now trigger a reloading of the parent mesh if that mesh has Live Geometry Update enabled

Paul

This only works with the Modo Render Cache active can we get it to work without it?

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Fri Aug 12, 2016 3:57 am
by MrFurious
I'm having an issue with Motion blur which appears to be Octane related. I'm rendering out my scene in Octane with modo's camera blur set to 50%. If I change the motion blur to Zero modo crashes. I noticed that when the blur length is set to zero, the shutter speed reads "1.#INF" maybe that has something to do with it?

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Fri Aug 12, 2016 5:41 am
by face_off
This only works with the Modo Render Cache active can we get it to work without it?
I just checked with the scene and workflow you provided a while back ("morph influences modo.lxo") and it is working there, with the Render Cache off.
I'm having an issue with Motion blur which appears to be Octane related. I'm rendering out my scene in Octane with modo's camera blur set to 50%. If I change the motion blur to Zero modo crashes. I noticed that when the blur length is set to zero, the shutter speed reads "1.#INF" maybe that has something to do with it?
This is a bug in the plugin, fixed by the next release...

3.3.3.113 (pre-release)
- Fixed crash when setting the Modo Blur Length to 0

https://render.otoy.com/customerdownloa ... _64bit.exe

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Sat Aug 13, 2016 12:58 am
by sjogren
Hi. I have been trying the VDB implementation and been following your Youtube video but I do not know if I'm doing something wrong? I can't make the nodegraph work, nothing happens if I edit the volume medium in it? Then I notice that I can't Move or scale, It works in the Modo renderer but in Octane the voxels stays in the original place, a limitation?
/Niklas