It's in the version I posted yesterday. There is not an exact match with Modo on your test scene, because you had the sphere position changing instantly - but it's closer....
Thanks Paul. I just loaded a scene im working on now to check and a couple things immediately cropped up. When I go to render , I get this message:
And this one:
Neither showed up before when I was using this version of the plugin "OctaneRender_for_Modo901_2_25_0_99_64bit" and I'm having trouble making them both disappear.
Also there is a noticeable difference in the rendered image between these 2 versions of the plugin "OctaneRender_for_Modo901_2_25_0_99_64bit" and "OctaneRender_for_Modo901_3_0_10_104_64bit" that look to be more than just a simple gamma adjustment even the reflections look a bit different.
OctaneRender_for_Modo901_2_25_0_99_64bit
OctaneRender_for_Modo901_3_0_10_104_64bit
Thanks,
Dino.
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Fri May 06, 2016 12:53 am
by face_off
When I go to render , I get this message:
Hi Dino - that message means you have connected a modo schematic node to an Octane node like a material, emission, etc. If you are connecting modo nodes to Octane nodes - it needs to go via an Octane Float, Int or Bool node. I will put together a quick video explaining how this is done.
And this one:
That message means there were multiple UV vertex maps for the background mesh and the plugin couldn't match them with the other meshes. The video at https://docs.otoy.com/#42Using%20Multiple%20UV%20Maps explains how to address this.
Also there is a noticeable difference in the rendered image between these 2 versions of the plugin "OctaneRender_for_Modo901_2_25_0_99_64bit" and "OctaneRender_for_Modo901_3_0_10_104_64bit" that look to be more than just a simple gamma adjustment even the reflections look a bit different.
I suspect that is a difference between Octane 2 and 3. You may need to adjust the gamma, or kernel settings to get an exact match.
Paul
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Fri May 06, 2016 4:05 am
by MrFurious
face_off wrote:
When I go to render , I get this message:
Hi Dino - that message means you have connected a modo schematic node to an Octane node like a material, emission, etc. If you are connecting modo nodes to Octane nodes - it needs to go via an Octane Float, Int or Bool node. I will put together a quick video explaining how this is done.
Thanks heaps Paul your video was helpful and I've sorted out the UV error. With the schematic issue, I have a ton of node chains in my scene, is there a way to pinpoint the offending ones?
With the schematic issue, I have a ton of node chains in my scene, is there a way to pinpoint the offending ones?
I will have the pop detail which actual nodes/materials at causing the problem in the next release.
Paul
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Fri May 06, 2016 8:41 am
by MrFurious
Awesome that would be a huge timesaver.
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Fri May 06, 2016 8:51 am
by MrFurious
face_off wrote:
Many thanks, looking forward to the next release.
It's in the version I posted yesterday. There is not an exact match with Modo on your test scene, because you had the sphere position changing instantly - but it's closer....
It's a pretty close match for regular object motion blur. (haven't tested sub-frame MB yet though)
I found an oddity though, could you please check my sample scene. On frame 4 (last frame) modo displays motion blur but octane does not. But if you go to the octane kernel options-->animation-->shutter alignment I noticed the setting is on 'symmetric' by default. If I use the drop down menu and select 'symmetric' again, octane displays the correct MB, but I have to manually select symmetric every time I open the scene.
I found an oddity though, could you please check my sample scene. On frame 4 (last frame) modo displays motion blur but octane does not. But if you go to the octane kernel options-->animation-->shutter alignment I noticed the setting is on 'symmetric' by default. If I use the drop down menu and select 'symmetric' again, octane displays the correct MB, but I have to manually select symmetric every time I open the scene.
I will fix this in the next release.
Paul
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Sat May 07, 2016 12:03 pm
by face_off
Following is a pre-release of the Octane 3.0 Beta1 build of the plugin. Because of the large number of changes, I am posting this as a pre-release, and if no serious issues are found I will post it as a full release with OSX and Linux installers.
3.0.11.105
- Compiled with Octane 3 beta 1 (3.0.11).
- Fixed issue where render statistics were not being displayed when render region was enabled
- Added Baking Camera UV Region Minimum and Size
- Removed Render Passes Filter Size (deprecated in Octane 3)
- Added Mesh->Octane-Color which sets the color used for rendering the ovject when the Object Layer Color pass
- Stereo Eye Distance now has a range -1 to 1 to match Octane Standalone
- Removed Volume step length from the Kernels to match Octane Standalone
- Added Disable Partial Alpha and Gamma Before Response to the Imager settings
- Added Invert Absorption pins to the Scattering and Absorption medium nodes
- Resolved issue where the samples per pixel was not being reported when Render Region was active
- Set a maximum of 128 texturemaps that can be entered into the octane.createUdim command
- Fixed issue where Shutter Alignment was not being correctly set in Octane