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Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 10:16 pm
by face_off
Whenever I move light around in LS, the camera's focal length seems to change
Can you give me an example of this pls (ie. is it just the Octane focal dist property that is changing, or the Modo focal length too?
Paul
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 10:26 pm
by face_off
I'm experiencing quite a slowdown in the user interface when using the plugin, even when only running with one video card. Actually there's no difference between using one or two video cards, it's the same cursor lag.
I have been doing some testing with a single low-end card for both the Windows display adapter and for rendering, and you definitely need to reduce the render priority. I've been using Low, but Medium might by OK depending on your hardware. This setting is "remebered" (until you delete your Config701.cfg file).
Paul
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 10:35 pm
by raybender
face_off wrote:I'm experiencing quite a slowdown in the user interface when using the plugin, even when only running with one video card. Actually there's no difference between using one or two video cards, it's the same cursor lag.
I have been doing some testing with a single low-end card for both the Windows display adapter and for rendering, and you definitely need to reduce the render priority. I've been using Low, but Medium might by OK depending on your hardware. This setting is "remebered" (until you delete your Config701.cfg file).
Paul
just a little comment on this.. i found out that it strongly depends on the compelxity of the scene.. on simple scenes you might get away with medium.. with some you need low.. and there are others which force you to switch of the card at all, otherwise modo becomes completely unusable. dont know how this could be explained, but its like that for sure.
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 10:44 pm
by face_off
just a little comment on this.. i found out that it strongly depends on the compelxity of the scene.. on simple scenes you might get away with medium.. with some you need low.. and there are others which force you to switch of the card at all, otherwise modo becomes completely unusable. dont know how this could be explained, but its like that for sure.
Good point Alex. And I suspect the influencing factor is how much OpenGl resources Modo is using to display the scene in the preview window. So if you turn OFF some of the settings in Preferences->Display->OpenGl (unsure which ones - but reducing texture resolution in particular would free up VRAM memory) that may enable you to use a high render priority.
If you use your on-board graphics card as the Windows display adapter you should never need use to render anything less than full speed.
Paul
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 10:59 pm
by MartinBrinks
@face_off: There's no changes in the settings in either Modo or Octance, except for animation keys being added to the channels in the Octane camera settings on the Focal Depth and Auto Focus (you know, they get changed to red state).
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 11:15 pm
by raybender
face_off wrote:
If you use your on-board graphics card as the Windows display adapter you should never need use to render anything less than full speed.
OT:
hehe, i am pretty sure, you´ll find NOBODY doing
serious 3d on an integrated graphics adapter by one´s own choice,..

Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Thu Mar 06, 2014 11:28 pm
by face_off
you´ll find NOBODY doing serious 3d on an integrated graphics adapter by one´s own choice,.
Haha - yes - good point.
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Fri Mar 07, 2014 7:21 pm
by riggles
Are additional material conversion features planned for the future? Such as automatically linking texture maps upon conversion? We need to setup the diffuse, reflection, roughness, bump, or normal maps in MODO first so we can see them in the viewport. But after adding an Octane override, we need to add all these nodes, reattach the images, redo texture transforms, and conned them all the material. It would really speed things up to have some of this automated.
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Sat Mar 08, 2014 12:36 am
by face_off
Such as automatically linking texture maps upon conversion? We need to setup the diffuse, reflection, roughness, bump, or normal maps in MODO first so we can see them in the viewport. But after adding an Octane override, we need to add all these nodes, reattach the images, redo texture transforms, and conned them all the material. It would really speed things up to have some of this automated.
This should be happening already - but there is a bug (potentially introduced in the last patch) which is causing to not work correctly. I will fix this as a matter of urgency.
EDIT: I have fixed the above bug, and will post an update in the next fews hours.
Paul
Re: OctaneRender for Modo Beta 1.33 [TEST]
Posted: Sat Mar 08, 2014 12:44 am
by MagnusL3D
I am not entierly sure and it might be a limitation of OctaneRender itself, but my vertex normalmaps doesnt seem to get exported with the rest of the mesh, or atleast faulty.