OctaneRender for Modo 3.03.3 [STABLE]

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I have refreshed the installer at the top of this thread with:

2.13.0.42
- Added supprt for Octane Visibility controls on replicator prototype meshes
- Fixed issue where grouped replicator prototype meshes were not rendering (problem introduced in 2.13.0.38)

2.13.0.41
- Fixed Modo crash when deleting Instance and Replicator source Meshes when the Viewport is open
- Fixed issue where if a Replicator prototype was not visible in Modo, the replicator was not rendering at all in Octane

2.13.0.40
- Fixed bug where non-visibility instance source Mesh items would not render visible instances based on that Mesh
- Fixed a number of other minor issues related to updating Mesh Visibility in the Viewport for live Meshes
- Added the new Motion Vector render pass (incl new tickbox in the Infochannel kernel). Not, this only works in the plugin for Object Motion Blur where Load All Frames Into Octane is ticked. For Vertex Motion Blur, export to Standalone with the "octane.command exportAlembic" command.

2.13.0.38
- Compiled with 2.13. See the Octane Standalone 2.13 release notes for important changes made in this release
- IMPORTANT: Requires Cuda driver 344.x or later
- Mesh Octane visibility controls now work for Meshes which are instance sources.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I have refreshed the installer at the top of this thread with:

2.14.0.43
- Compiled with Octane 2.14
- Added Polygon Side texture node (see Octane Standalone 2.14 release notes for details)
- "Reload Materials Each Frame" can now be enabled when "Load All Frames Into Octane" is unticked. This applies when rendering animations and moving the Modo timeline slider
- Replaced Coherent Mode with Coherent Ratio kernel setting (see Octane Standalone 2.14 release notes for details)
- Added Diffuse Roughness (see Octane Standalone 2.14 release notes for details)

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Following is an experimental test release for the "live update" of slider values for Octane nodes.

2.14.0.44
- Potential fix to live up-date slider changes without needing the user to release the mouse button
- Added "Max Speed" and "AO Alpha Shadows" to the Render Passes node

http://render.otoy.com/customerdownload ... _64bit.exe

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I have refreshed the installer at the top of this thread with:

2.14.0.45
- Slider changes now update Octane values without the user needing to release the mouse button. Moving Modo sliders should now progressively update the Octane parameter being changed when rendering.
- Fixed issue where if the current render camera changed, the new camera imager and post processing settings were not being loaded

2.14.0.44
- Added "Max Speed" and "AO Alpha Shadows" to the Render Passes node

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I just posted a quick tutorial on doing camera projection mapping at http://poserphysics.blogspot.com.au/201 ... r-for.html.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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Talleman
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Paul,

Thanks for this! Your doing a great job with this plugin
Thomas Alleman
3D Generalist

---
Those who get wisdom do themselves a favor, and those who love learning will succeed.
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Thanks Thomas - the next release does camera (ie. Modo front projection) mapping automatically - works really nicely. Should be released in the next day or two.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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face_off
Octane Plugin Developer
Posts: 15715
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Following is a link to a pre-release of the next TEST version of the plugin. Pls note that the Octane 2.15 change to Exposure will mean a) you need to manually tweak the exposure of scenes saved with previous version of the plugin, and b) the default Daylight Environment power of 1 will render too brightly when used with the new default Exposure level of 1 - and Otoy will be recalibrating the Daylight Environment power in the next release of Octane (2.16).

2.15.0.46
- Compiled with Octane 2.15
- Added option to import a material from the Octane Standalone LocalDb (use the command "octane.importLocalDb")
- Added support for Modo "Front Projection" mapping. This assumes the Render Camera is the Projection Camera
- Various additions/enhancements to emitters, including addition of "Surface Brightness" and "Cast Illumination" pin. See Octane 2.15 Standalone release notes for details. IMPORTANT: Modo Materials with Luminous Intensities > 0 will convert to an Octane diffuse emitter with Surface Brightness enabled - and the luminosity should now match.
- Removed ISO and FStop Imager pins. See Octane 2.15 Standalone release notes for details. Scenes saved with plugin versions prior to 2.15.0.37 will NOT have the exposure converted to the new scale, so will need manual adjustment. Your default rendertarget "exposure" setting will need to be adjusted too.
- IMPORTANT: The above change means the default Daylight Power of 1 will be too bright - this will be rectified in the next release
- Added support for Texture Locator U Tile Offset and V Tile Offset for the UV Map projection type
- Added support for the Modo Constant Shader Tree item. The supported Effects are "Diffuse Color", "Diffuse Amount", "Transparency Amount", "Transparency Color", "Luminous Color"
- Added support for the Layer Mask effect. This only works when the Layer Mask is applied to a Image in the Shader Tree, and only works with Constant and Image nodes above the Layer Mask with an effect of Diffuse Color

http://render.otoy.com/customerdownload ... _64bit.exe

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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funk
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Location: Australia

face_off wrote: - Various additions/enhancements to emitters, including addition of "Surface Brightness" and "Cast Illumination" pin. See Octane 2.15 Standalone release notes for details. IMPORTANT: Modo Materials with Luminous Intensities > 0 will convert to an Octane diffuse emitter with Surface Brightness enabled - and the luminosity should now match
I'm doing some tests with modo luminous intensity and color, and it looks like octanes changes now match modo's values almost perfectly. The conversions you were doing for previous versions is no longer needed thanks to the "surface brightness" flag

Right now, you are multiplying luminous color by .5, and multiplying luminous intensity by 4. This inst needed. You can now use the values directly
eg. The RGB node plugged into the emission texture = modo material luminous color
Octane emission power = modo material luminous intensity

The same applies to area lights. When you hit "Create Octane Emitter", you can now use the area lights color and radiance directly without conversions as long as you enable "surface brightness. It's not a perfect match, but it's very close
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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funk
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face_off wrote: - Removed ISO and FStop Imager pins. See Octane 2.15 Standalone release notes for details. Scenes saved with plugin versions prior to 2.15.0.37 will NOT have the exposure converted to the new scale, so will need manual adjustment. Your default rendertarget "exposure" setting will need to be adjusted too.
After some initial confusion, it looks like this change makes it easier to match modo. You can set the camera imager to:
Exposure = 1.0
Gamma = 2.2
Response = Linear
Vignette = 0

This gives you a pretty decent match to modo's output (use sRGB OCIO or without OCIO using a gamma 2.2 on your render output). In more complex scenes with emitters, you might have to tweak the exposure up to 1.3 instead (I'm not exactly sure why). Anyway, this is much easier than what we had before with 3 different values and it takes out a lot of guess work.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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