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Re: OctaneRender for Modo 3.00 [TEST]

Posted: Fri Jun 03, 2016 5:15 pm
by Visualize
MrFurious wrote:@Visualize

I also had a very quick look at deferred meshes in Modo902 with V2.5 of the Octane plugin, and while it seemed to work ok, I opted to use instances for some reason instead (I think it was just easier). Have you tried playing around with 'Display' --> 'Draw Options'? I use this with all my high poly trees and it speeds up openGL IMMENSELY. Can add to your mesh and/or all instances, even with a scene full of high poly tree meshes and instances openGL is still very fast. And enough detail visible for accurate composition in openGL.

Typically I use these settings for a high poly tree:
display props.jpg
Which will look like this:
with wireframe.jpg
If you need even more openGL speed, uncheck 'wireframe' and things get very fast:
no wireframe.jpg
You can assign a different colour/tint to groups of trees for easy visual feedback:
groups.jpg
Oh wow. Didn't even know this existed.

Took a few minutes to figure out but I have to enable Independent Drawing for Inactive meshes as well as Flat Shading for inactive to work correctly. This will work great to evaluate close up shots in viewport. Need to see if this workflow is usable for forests with billions of polygons. Doesn't look like you can do draw options for replicators. So might have to convert to instances(if that's even possible.)

Thanks !

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Mon Jun 06, 2016 7:18 am
by v1adut
face_off wrote:
plugin authentication problem for the plugin, not on alpha version.
You will need to provide more information than this - such as which specific error message you are getting whilst trying to activate, and which specific version of the plugin you are running.

It works now Chris. It was an issue when otoy stoped the alpha support and I had the stand alone alpha/beta version installed.
Some features that I would like to see are deferred meshes be compatible with octane plugin as well as "solid uv projection type." Box projection is not wrapping around my model correctly where as solid does. I have a work around for it - quick uv then bake the tileable texture with solid projection. Problem is this is destructive and I can't edit the geometry without having to rebake the solid texture and reapply. With solid projection I can make extrusions and the texture will adapt in the right manner.
I thought that deferred meshes worked in Modo901 onwards. Which version of Modo are you running? Regarding the Solid projection type - I have had a look at this, and the Box projection, and there are some issues which I will clean up for the next release.

Paul

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Wed Jun 08, 2016 12:04 pm
by MrFurious
Mate sorry to keep throwing this in the plugin section but the render region is really pissing me off. Arrived back to my pc to find octane clocking in at over 200,000 samples @over an hour when i thought my PC was on idle. I know you have lots to do with V3 but can't we just have the regnder region functionality as it used to be with v2?

Thanks,
Dino.

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Wed Jun 08, 2016 11:27 pm
by face_off
Mate sorry to keep throwing this in the plugin section but the render region is really pissing me off. Arrived back to my pc to find octane clocking in at over 200,000 samples @over an hour when i thought my PC was on idle. I know you have lots to do with V3 but can't we just have the regnder region functionality as it used to be with v2?
Dino - this is an Octane issue - not a plugin one. Pls see viewtopic.php?f=33&t=51679 for details. In particular:
Interactive region rendering
The interactive region rendering via the region render tool has been slightly changed: Any samples calculated for the interactive render region are now counted separately (in squared brackets) and not added to the samples statistics of the film anymore, which caused a lot of confusion in the past:
Attachment:
interactive_region_rendering.png
interactive_region_rendering.png [ 283.46 KiB | Viewed 1540 times ]

As a consequence you can now start interactive region rendering any time, even after the maximum samples/pixel have been reached. It will continue rendering up to 256000 region samples/pixel or until stopped.
Another tweak to the region render tool is that when it's disabled, the region rectangle will not be drawn on top of the rendering anymore, while region rendering continues. To disable the interactive region rendering you just click somewhere into the viewport without drawing a new region rectangle while the region rendering tool is enabled.
Paul

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Thu Jun 09, 2016 5:04 am
by face_off
Following is a pre-release of the next version. It's Windows only, Modo901/10. Looking for feedback from users who are willing to test this version of the plugin - since it contains so many changes. I will do the Linux and OSX builds if no major issues are reported.

3.0.22.108
- Compiled with Octane 3.01 (3.0.22)
- Fixed the "Texture Tangent" InfoChannel kernel Type
- Fixed issue where setting the Work Chunk Size may result in an Octane Log message
- Added "Use For Tonemap" in the Cuda options (to match Octane Standalone)
- The NodeGraph node edit window now "remembers" it's previous state
- Fixed issue where NodeGraph materials were not loading correctly if used on multiple meshes
- Fixed crash when rendering VDB files in a VDBVoxel node
- Added preliminary support for VDB file texturing. See https://docs.otoy.com/#60Octane%203.0%20Features for details
- Added support for the Solid Project Type (effectively the same mapping as Cubic)
- Fixed menu links to the LiveDb and Manual web pages
- Removed rotation from the Box Projection to better match Octane with Modo
- Fixed issues with the Spherical and Cylinder Projection types in the Z axis not matching Modo
- "octane.MaterialMacro copyMaterial" and "octane.MaterialMacro pasteMaterial" commands now copy/paste the material to/from an XML string via the system clipboard

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

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Fri Jun 10, 2016 11:49 am
by face_off
The 3.01.1 release of the plugin follows. It is Windows ONLY, since there are issues with the OSX and Linux builds.

3.1.1.108
- Compiled with Octane 3.01.1

Modo901/10 - https://render.otoy.com/customerdownloa ... _64bit.exe
Modo801 - https://render.otoy.com/customerdownloa ... _64bit.exe

Paul

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Fri Jun 10, 2016 2:33 pm
by Tharso
octane and modo plugin last version 301. Edit: Looks like a mesh problem, but I cant find out the problem.



Image bug !

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Fri Jun 10, 2016 7:57 pm
by Visualize
Tharso wrote:octane and modo plugin last version 301. Edit: Looks like a mesh problem, but I cant find out the problem.



Image bug !
Scale your mesh down. It's at 100 meters at the moment.

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Fri Jun 10, 2016 10:19 pm
by Tharso
Visualize wrote:
Tharso wrote:octane and modo plugin last version 301. Edit: Looks like a mesh problem, but I cant find out the problem.

Scale your mesh down. It's at 100 meters at the moment.

Ohhh !! yes.. I forgot that ! thanks

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Sun Jun 19, 2016 1:47 am
by MrFurious
Hi Paul, I'm still getting this dialog box when I open a scene created with a previous octane plugin build:
node.jpg
Trouble is I can't easily identify the offending node trees and I remember you said something about this being rectified in later builds. Is this on it's way anytime soon?


Cheers,
Dino.