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Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Fri May 20, 2016 2:58 pm
by pixteur
I uninstalled the previous standalone beta as well as the modo plugin. I installed the v3 beta 4 standalone and v3 beta 4 modo plugin and I'm getting this:
ERROR: Detected octane.dll version does not match the plugin version.

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Fri May 20, 2016 3:19 pm
by Tharso
Same problem here.

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Fri May 20, 2016 7:01 pm
by MrFurious
yes same here with standalone 2.25 win64 and plugin OctaneRender_for_Modo901_3_0_15_106_64bit

Re: OctaneRender for Modo 3.0.10 [TEST]

Posted: Fri May 20, 2016 7:05 pm
by MrFurious
face_off wrote:
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
Thanks Paul that would be awesome. This will speed up workflow immensely when working with multiple scenes and transferring objects/meshes. Will plod on with the workaround for now and look forward to any progress in this area.

Cheers,
Dino.

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Fri May 20, 2016 9:29 pm
by face_off
ERROR: Detected octane.dll version does not match the plugin version.
I will get a fix posted for this in the next few hours.

Paul

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Fri May 20, 2016 9:36 pm
by Tharso
When I duplicate one camera with octane viewport opened, Modo crashs.

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Sat May 21, 2016 3:32 am
by face_off
When I duplicate one camera with octane viewport opened, Modo crashs.
I cannot reproduce this crash. Can you pls send me a scene where this happens and the exact steps I need to take to re-produce the crash?

Paul

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Sat May 21, 2016 4:09 am
by face_off
I have re-updated the Windows installers at the top of this thread to fix the "ERROR: Detected octane.dll version does not match the plugin version.". Sorry for the error in the original versions.

Paul

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Sat May 21, 2016 4:32 am
by MrFurious
Thanks for the update Paul. Just a couple things I'm noticing on installing the latest.

- The long delay in loading the scene to the GPU's is still present.
- "Fixed issue where changing certain kernel pins was incorrectly restarting the render" This still seems to be present also ie: if I change certain imager attributes such as exposure, gamma, highlight comp, vignetting, actually pretty much all the flags in the imager.. the octane render restarts.

I'm also getting the same unwanted render restarts with the latest final 2_25 version of the plugin 'OctaneRender_for_Modo901_2_25_0_106_64bit'
If I revert back to 'OctaneRender_for_Modo901_2_25_0_99_64bit' I can make all imager changes without the octane render restarting.

Cheers,
Dino.

p.s. good to see more support for the modo render cache in this release

Re: OctaneRender for Modo 3.0 beta 4 [TEST]

Posted: Sat May 21, 2016 5:13 am
by funk
MrFurious wrote:if I change certain imager attributes such as exposure, gamma, highlight comp, vignetting, actually pretty much all the flags in the imager.. the octane render restarts.
Hmm seems to be OK here. The render is not restarting changing any of those values