Page 52 of 73
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Sat May 14, 2016 3:14 am
by face_off
Is octane for modo any closer to being able to copy/paste objects between scenes with octane overrides intact?
This is more an issue with Modo than the plugin. However it may be possible to tweak things. I take it you have tried saving the asset with Octane materials to a separate scene and then importing that scene?
Paul
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Wed May 18, 2016 2:21 pm
by MrFurious
[/quote]This is more an issue with Modo than the plugin. However it may be possible to tweak things. I take it you have tried saving the asset with Octane materials to a separate scene and then importing that scene?[/quote]
Thanks Paul, yes this is how I'm managing at the moment and I'ts an ok workaround. If I have an existing scene, an interior scene for example, I can import this scene into my new scene and reuse all the furniture elements but also a whole lot of redundant items are also imported such as node chains, groups, materials (oddly sometimes even those not attached to the imported items), images and image groups etc. and the scene gets convoluted pretty quickly. Basically I have to go through and cull the pre-existing scene as best as I can to minimise the unwanted imported elements as much as possible, and If I make a mess of this cull process (delete elements only to find out many steps later I shouldn't have) I sometimes find myself having to revert the scene and start over. Would be so much easier to just have both scenes open at the same time and be able to drag objects across as needed, as we're used to doing pre octane.
Is there maybe some way you can collaborate with the modo dev team to make this possible? I realise each platform and associated plugin has their strengths and weaknesses but this would be a huge win for Octane for Modo.
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Thu May 19, 2016 1:43 am
by pixteur
So far this is really stable, even with super heavy CAD scenes.
One thing I noticed in the v3 beta's is that load time into Octane is significantly longer than in the v3 alpha's. I have a few big scenes with Lots of mesh items where it used to be around 30-60 sec and now its 5-10 times that.
Also sometimes layer passes don't seem to catch all the mesh items tagged with the active layer pass. Sometimes I'll render pass #2 and a few meshes that are tagged for layer pass #1 show up even after reloading the scene into octane or even restarting modo completely.
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Thu May 19, 2016 1:46 am
by face_off
One thing I noticed in the v3 beta's is that load time into Octane is significantly longer than in the v3 alpha's. I have a few big scenes with Lots of mesh items where it used to be around 30-60 sec and now its 5-10 times that.
Are you on Windows, OSX or Linux?
Also sometimes layer passes don't seem to catch all the mesh items tagged with the active layer pass. Sometimes I'll render pass #2 and a few meshes that are tagged for layer pass #1 show up even after reloading the scene into octane or even restarting modo completely.
You need to make sure you have Default Live Geometry Update OFF in the Preferences->Octane tab when doing this. If in doubt, you can check the layer settings for each mesh using "octane.command showNodeGraph".
Paul
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Thu May 19, 2016 1:54 am
by pixteur
Running windows 10. MODO 902 sp3 and the latest octane standalone. I remember a few weeks back there was a special build that you gave us to address the loading issue back in the earlier alphas.
Do I need to have (Default Live Geometry Update OFF ) off in both the prefs and the mesh item? Or just the prefs?
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Thu May 19, 2016 3:17 am
by MrFurious
pixteur wrote:So far this is really stable, even with super heavy CAD scenes.
One thing I noticed in the v3 beta's is that load time into Octane is significantly longer than in the v3 alpha's. I have a few big scenes with Lots of mesh items where it used to be around 30-60 sec and now its 5-10 times that.
Also sometimes layer passes don't seem to catch all the mesh items tagged with the active layer pass. Sometimes I'll render pass #2 and a few meshes that are tagged for layer pass #1 show up even after reloading the scene into octane or even restarting modo completely.
I've also noticed much longer load times with the latest plugin. At the stage before it says 'loading scene into octane' my system seems to hang with the 'busy' cursor going round and round for about 1 minute. The octane dialog 'loading scene into octane' says 'not responding' if you click it during this time.
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Thu May 19, 2016 4:36 am
by face_off
I've also noticed much longer load times with the latest plugin. At the stage before it says 'loading scene into octane' my system seems to hang with the 'busy' cursor going round and round for about 1 minute. The octane dialog 'loading scene into octane' says 'not responding' if you click it during this time.
I believe there is an issue in Alpha 10 in this area, will should be fixed in the next build of the plugin (which will be compiled with Octane Beta 3).
Paul
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Thu May 19, 2016 4:56 am
by face_off
Thanks Paul, yes this is how I'm managing at the moment and I'ts an ok workaround. If I have an existing scene, an interior scene for example, I can import this scene into my new scene and reuse all the furniture elements but also a whole lot of redundant items are also imported such as node chains, groups, materials (oddly sometimes even those not attached to the imported items), images and image groups etc. and the scene gets convoluted pretty quickly. Basically I have to go through and cull the pre-existing scene as best as I can to minimise the unwanted imported elements as much as possible, and If I make a mess of this cull process (delete elements only to find out many steps later I shouldn't have) I sometimes find myself having to revert the scene and start over. Would be so much easier to just have both scenes open at the same time and be able to drag objects across as needed, as we're used to doing pre octane.
Is there maybe some way you can collaborate with the modo dev team to make this possible? I realise each platform and associated plugin has their strengths and weaknesses but this would be a huge win for Octane for Modo.
I understand. It's definitely something I would like to get working better in the plugin, but need to get all the Octane 3 features in first. I will speak to TheFoundry about it.
Paul
Re: OctaneRender for Modo 3.0.10 [TEST]
Posted: Thu May 19, 2016 5:37 am
by face_off
Do I need to have (Default Live Geometry Update OFF ) off in both the prefs and the mesh item? Or just the prefs?
To assign a mesh to a render layer, you need to tick Live Geometry Update on that mesh (and then enter it's layer number).
Paul
Re: OctaneRender for Modo 3.0 beta 4 [TEST]
Posted: Fri May 20, 2016 11:58 am
by face_off
I have refreshed the installers at the top of this thread with:
3.0.15.106
- Compiled with Octane 3 beta 4 (3.0.15).
- Set a maximum of 20 texturemaps that can be entered into the octane.createUdim command. This maximum will be increased in the near future
- Fixed issue where the Create Octane Emitter would add the emission node to the wrong Octane Override if the schematic was not open
- Fixed issue where changing certain kernel pins was incorrectly restarting the render
- You can now connect a Photometry Light Filename to the Filename pin of an Octane Image node
- Added support for the new Octane 3 beta 2 render region (tick the Kernel->Resolution->Use Modo Render Region to enable the Octane render region to be sync'd to the Modo render region)
- Added Deep Image to the Save (octane.save) options.
- Added Render Cache support for when the visibility of Mesh items changes
Paul