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Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Sun Jul 05, 2020 1:28 pm
by Hesekiel2517
Also had a strange issue. I rendered a Sequenz (0-125 Framerange). It only rendered till Frame 121 and said it was done. The Frames are namend 0 till 121, but it skipped some frames so Frame 125 is named 121. During Rendering i disabled two Cards. Is it possible that this caused the issue?
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Sun Jul 05, 2020 3:03 pm
by Hesekiel2517
The Text says this value in the Dirtnode can be 0.0 but the minimum is 1.0
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Mon Jul 06, 2020 7:38 am
by face_off
Also had a strange issue. I rendered a Sequenz (0-125 Framerange). It only rendered till Frame 121 and said it was done. The Frames are namend 0 till 121, but it skipped some frames so Frame 125 is named 121. During Rendering i disabled two Cards. Is it possible that this caused the issue?
I suggest re-rendering the animation, and not disabling the cards during the process to determine if that is the problem or not.
Paul
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Mon Jul 06, 2020 7:58 am
by face_off
Hesekiel2517 wrote:Dirt.jpg
The Text says this value in the Dirtnode can be 0.0 but the minimum is 1.0
This is an Octane engine issue - which I will report to OTOY.
Paul
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Tue Jul 07, 2020 4:10 am
by face_off
Hesekiel2517 wrote:Hey Paul,
if i change the values of the Rouded edge node i need to update the scene to see an effect. Also if i have an image applied to an Arealight and click "create octane emitter" the image is not included in the resulting emitter material. Also "General Visibility" and "Sampling Rate" are not taken into account.
Thank you for your work!
Updating Round Edges nodes pin values seems to be updating correctly in the next version of the plugin. As for the create.octane.emitter command not bring across any images, yes, that is a limitation of the current create.octane.emitter command. Visibility settings worked for me, as turning of the parent light also turned off the geometry emitter.
Paul
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Tue Jul 07, 2020 5:39 am
by funk
He's talking about the "general visibility" channel on octane lights. eg. if that is set to 0.5, the mesh emitter created should have general visibility set to 0.5 as well
There seem to be quite a few things you dont convert correctly with emitter creation, so it would be nice to fix at some point
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Wed Jul 22, 2020 7:21 am
by DERJUNG
Hi, Paul,
unfortunately the plugin for Octane X does not work in Modo 14.0v2 I am on a MacPro7,1 with a Vega II Duo and Catalina 10.15.6.
In Cinema 4D R21 everything works. Strange. Am I doing something wrong with the installation or is it a mistake?
Started logging on 22.07.20 09:17:34
Octane X Enterprise PR1 (10000024)
Compute error 2097152:113:
Compute error 2097152:113:
compute device 1: Linking 6d197dfc90d19e72 shader failed
compute device 0: Linking 6d197dfc90d19e72 shader failed
device 1: failed to initialize render thread 0x7fc6aee1a270
device 0: failed to initialize render thread 0x7fc6aee19930
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Wed Jul 22, 2020 8:34 am
by face_off
DERJUNG wrote:Hi, Paul,
unfortunately the plugin for Octane X does not work in Modo 14.0v2 I am on a MacPro7,1 with a Vega II Duo and Catalina 10.15.6.
In Cinema 4D R21 everything works. Strange. Am I doing something wrong with the installation or is it a mistake?
Started logging on 22.07.20 09:17:34
Octane X Enterprise PR1 (10000024)
Compute error 2097152:113:
Compute error 2097152:113:
compute device 1: Linking 6d197dfc90d19e72 shader failed
compute device 0: Linking 6d197dfc90d19e72 shader failed
device 1: failed to initialize render thread 0x7fc6aee1a270
device 0: failed to initialize render thread 0x7fc6aee19930
Hi. This looks like an Octane render engine issue rather than a plugin issue, so you will need to report it to OTOY via the Support button at the top of this page, or in the OctaneX forum.
Thanks
Paul
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Tue Jul 28, 2020 1:59 am
by face_off
I have updated the installers at the top of this thread with:
2020.1.4.162
- Compiled with Octane 2020.1.4
- Fixed potential lag issue when selecting item in Modo when the Octane Viewport was closed
- Added Kernel->Animation->Refresh Non-Live Meshes When Scrubbing The Timeline. Ticking this option also forces non-live meshes to be reloaded each frame when rendering animations
Thanks
Paul
Re: OctaneRender 2020 for Modo [TEST and STABLE]
Posted: Tue Jul 28, 2020 3:11 am
by funk
Thanks Paul