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Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Sat Aug 13, 2016 1:55 am
by face_off
Hi. I have been trying the VDB implementation and been following your Youtube video but I do not know if I'm doing something wrong? I can't make the nodegraph work, nothing happens if I edit the volume medium in it? Then I notice that I can't Move or scale, It works in the Modo renderer but in Octane the voxels stays in the original place, a limitation?
You should be able to transform the Volume that has the VDBVoxel as the source, and Octane should immediately pick up the new transform and apply it. So it appears something is amiss. Are you able to send me your scene pls? I don't need the VDB file.

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Sat Aug 13, 2016 2:46 pm
by sjogren
You should be able to transform the Volume that has the VDBVoxel as the source, and Octane should immediately pick up the new transform and apply it. So it appears something is amiss. Are you able to send me your scene pls? I don't need the VDB file.

Paul
My mistake about the transform/scale thing, I did move/scale the VDB Item (works in Modo), if I move the Volume Item it works with Octane.
But I still can't get the NodeGraph to work, nothing happens if I change things?
/Niklas

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Sat Aug 13, 2016 11:40 pm
by face_off
But I still can't get the NodeGraph to work, nothing happens if I change things?
Try the version below pls. I found sometimes I need to Refresh to scene to get a new Volume NodeGraph to be applied.

3.3.3.113 (pre-release)
- Fixed crash when setting the Modo Blur Length to 0
- Fixed issue where of the Modo camera DOF effect is disabled the plugin would not disable dof rendering
- Resolved error where a Volume Medium NodeGraph node was not being connected to the Volume geometry

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

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Sun Aug 14, 2016 3:04 am
by MrFurious
face_off wrote:
This only works with the Modo Render Cache active can we get it to work without it?
I just checked with the scene and workflow you provided a while back ("morph influences modo.lxo") and it is working there, with the Render Cache off.
I'm having an issue with Motion blur which appears to be Octane related. I'm rendering out my scene in Octane with modo's camera blur set to 50%. If I change the motion blur to Zero modo crashes. I noticed that when the blur length is set to zero, the shutter speed reads "1.#INF" maybe that has something to do with it?
This is a bug in the plugin, fixed by the next release...

3.3.3.113 (pre-release)
- Fixed crash when setting the Modo Blur Length to 0

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

Paul
Awesome, morph targets work perfectly in the latest pre-release 3.3.3.113, I was using it before with 3.3.2.111 when It wasn't working for me. All good!

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Sun Aug 14, 2016 3:21 am
by MrFurious
Hi again Paul, testing out motion blur with the latest pre-release and it's still a bit buggy. if I set the motion blur from default (50) to zero, it does not crash immediately but it doesn't update the zero percent motion blur in the octane viewport. You can scrub the timeline and the motion blur is still at the setting before it was changed to zero. When I go to reload the scene in octane then it crashes. Please see scene file attached.

Many thanks,
Dino.
Motion Blur.zip
(47.59 KiB) Downloaded 317 times
Also, loving this:
kernel settings.jpg
much more intuitive.

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Sun Aug 14, 2016 10:45 pm
by face_off
Hi again Paul, testing out motion blur with the latest pre-release and it's still a bit buggy. if I set the motion blur from default (50) to zero, it does not crash immediately but it doesn't update the zero percent motion blur in the octane viewport. You can scrub the timeline and the motion blur is still at the setting before it was changed to zero. When I go to reload the scene in octane then it crashes. Please see scene file attached.
Hi Dino - the installer below should fix this problem.

3.3.3.113 (pre-release)
- Fixed crash when setting the Modo Blur Length to 0
- Fixed issue where of the Modo camera DOF effect is disabled the plugin would not disable dof rendering
- Resolved error where a Volume Medium NodeGraph node was not being connected to the Volume geometry

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

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Mon Aug 15, 2016 2:44 am
by MrFurious
Works a treat, many thanks.

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Mon Aug 15, 2016 6:41 am
by sjogren
face_off wrote:
But I still can't get the NodeGraph to work, nothing happens if I change things?
Try the version below pls. I found sometimes I need to Refresh to scene to get a new Volume NodeGraph to be applied.

Paul
With 3.3.3.113 it works, just need to refresh Octane ones after you assigned the volume nodegraph.
Thanks. /Niklas

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Thu Aug 18, 2016 7:31 am
by MrFurious
I might be mistaken here but in previous builds were we able to zoom focus on the mouse pointer in the octane viewport? appears to be broken in the latest test build.

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Thu Aug 18, 2016 11:22 am
by face_off
I might be mistaken here but in previous builds were we able to zoom focus on the mouse pointer in the octane viewport? appears to be broken in the latest test build.
The latest build contains a lot of new code to try to get the mousewheel rolling zoom to zoom the pixel under the mouse, but I couldn't get it right (this is only an issue when the Viewport is a floating panel). But it should still work correctly when you mousewheel zoom in the Octane layout.

Paul