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Re: OctaneRender for Modo (Windows) 2.01 [TEST]

Posted: Fri Jun 27, 2014 8:12 pm
by face_off
Hi Paul, can you integrate the floating buttons of the preview render as you did with the schematic properties, this will be very useful to use the window in fullscreen for rendering. Please do this for us.
Not sure what you mean here. Could you provide a screenshot of what you want pls?
Paul, one thing that i love form the standalone is that when you click the material node it simply jumps to the Material sphere scene and that's quite helpful.
I have done some work on implementing material/node previews displayed in the Viewport), however it does not work well, so I need to request a modification to the Octane API from Otoy. So material previews are planned, but it will take some time.

Re: OctaneRender for Modo (Windows) 2.01 [TEST]

Posted: Sat Jun 28, 2014 9:04 am
by raybender
Paul

i am having an Object here which is causing problems.. its made up of 1800 objects which share around 40 differnet materials.
when i am changing material for example the diffuse color (in the shader tree) a dialog appears saying something like "refreshing Octane materials" and then it takes 10-20 seconds before it continues rendering or very often it freezes modo completely...

if i apply an octane override to the same material first and change the diffuse color there, everything is running smoothly, no dialog, no hangs or freezes. unfortunately i can not sent that object since its under NDA, but maybe you have an idea why this happens ?

Re: OctaneRender for Modo (Windows) 2.01 [TEST]

Posted: Sat Jun 28, 2014 8:09 pm
by eklein
Paul,

The Octane Viewport Controls is a floating toolbar. Ideally it should be integrated into the OctaneRender Viewport just like the toolbar in the OctaneRender Setup window. For this reasons:

1.It is visually distracting you move the OctaneRender Viewport and then 1 second later the Octane Viewport Control follows later. It also adds to the window clutter especially when using only 1 monitor.
2. The closing and minimizing the Octane Viewport Controls does not work well because as soon as you move the OctaneRender Viewport window the Octane Viewport Controls pop up right back.
3. If the OctaneRender Setup window is open when using overrides. Their is no need for the Octane Viewport Controls they are already available inside the OctaneRender Setup window.

To summarize integrating the Octane Viewport Controls inside the OctaneRender Viewport will be an improvement. Adding the option to turn off the Controls could be useful if the OctaneRender Setup window is open already.

Great work on the MODO plugin.

Eric

Re: OctaneRender for Modo (Windows) 2.01 [TEST]

Posted: Sat Jun 28, 2014 8:26 pm
by face_off
The Octane Viewport Controls is a floating toolbar. Ideally it should be integrated into the OctaneRender Viewport just like the toolbar in the OctaneRender Setup window. For this reasons:
I 100% agree - but the Modo API does not allow this, so I recommend you put forward this enhancement request to TheFoundry.
2. The closing and minimizing the Octane Viewport Controls does not work well because as soon as you move the OctaneRender Viewport window the Octane Viewport Controls pop up right back.
The Preferences->Rendering->Octane->"Rightclick Viewport to open Control Panel" allows you to stop this.

Paul

Re: OctaneRender for Modo (Windows) 2.01 [TEST]

Posted: Sun Jun 29, 2014 8:44 pm
by v1adut
Hi Paul,

I apreciate the hard work you did with modo plugin, and my next idea might be an insult, but it is far away from that.
Woudn't be easier to make a damn good convertor of modo scene that will live feed octane stand alone, so we will have the best of modo and best of octane. Is there a way that octane stand alone to accept a live feed of data via orbx or etc.

The present orbx convertor you made, does a great job, can we have a live link with octane standalone.

Think about this, you can focus on procedural textures, no preview hassle, just a great link a procedural interpreter to bake the modo textures and apply them as images.


Cheers, and thank you again on taking the burn to write this value plugin, the one we use 2.1.

Vlad

Re: OctaneRender for Modo (Windows) 2.01 [TEST]

Posted: Mon Jun 30, 2014 5:55 am
by face_off
Is there a way that octane stand alone to accept a live feed of data via orbx or etc.
This is a good suggestion, but there is no way that I know of to get Modo to feed such a "link" (since every Modo scene change would meaning updating that component in Standalone, which would massively lag the Modo UI). So I very much doubt this would be possible - sorry.

Paul

Re: OctaneRender for Modo (Windows) 2.01 [TEST]

Posted: Mon Jun 30, 2014 4:20 pm
by v1adut
face_off wrote:
Is there a way that octane stand alone to accept a live feed of data via orbx or etc.
This is a good suggestion, but there is no way that I know of to get Modo to feed such a "link" (since every Modo scene change would meaning updating that component in Standalone, which would massively lag the Modo UI). So I very much doubt this would be possible - sorry.

Paul

Hi Paul,

Don't sorry, I just wondering, and thank you for having an open mind.

Re: OctaneRender for Modo (Windows) 2.01 [TEST]

Posted: Tue Jul 01, 2014 11:04 am
by funk
Hi Paul. I've found a problem with library materials

1. Add a sphere and give it a material
2. Select the material layer (green) and press ctrl+G to put it in a group
3. Drag that group to the library folder
4. In the library group, add an octane override
5. While the viewport is rendering, change the glossy specular value up and down. This works fine
6. Untick the "smooth" flag and change the glossy specular value up and down.

BUG: The viewport no longer updates when the material is changed


It seems that if an override is in the library, if I change any boolean value like "smooth" or "fake shadows", updates stop working

Re: OctaneRender for Modo (Windows) 2.01 [TEST]

Posted: Tue Jul 01, 2014 2:57 pm
by face_off
BUG: The viewport no longer updates when the material is changed
Fixed in the next release.

Paul

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Tue Jul 01, 2014 3:41 pm
by face_off
I have refreshed the installer at the top of this thread with:

2.2.0.21
- Compiled against Octane 2.02
- Fixed issue where the Viewport Refresh command was sometimes locking Octane
- Fixed issue where checking material checkbox properties would not refresh the material in the Viewport if the material was in the Shader Tree Library
- Added support for Image Sequences. End Behavior "Mirror" is not supported (and is treated as "Hold"). There is very little support provided in the Modo API for image sequences, so you may find some issues!
- Fixed issue where changing a material's Texture Layer Polygon Tag Type or Polygon Tag was not refreshing all materials. In some case, you will need to refresh the scene (if the Octane material names associated with polygons has changed)
- Changing a material's Texture Layer Item tag now issues a "You will need to refresh the scene for this to take effect" message
- Octane Specular and Glossy Material "roughness" is now the Modo Material roughness * 0.6

Paul