Page 61 of 73

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Sun Jun 19, 2016 3:55 am
by face_off
Trouble is I can't easily identify the offending node trees and I remember you said something about this being rectified in later builds. Is this on it's way anytime soon?
Which release of the plugin are you running Dino?

Paul

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Sun Jun 19, 2016 4:06 am
by MrFurious
running 3.0.20.107.901

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Sun Jun 19, 2016 4:17 am
by face_off
running 3.0.20.107.901
There is a more recent version than that available, and I am uploading a further update in the next few hours. If those version do next help you out I'll take another look.

Paul

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Sun Jun 19, 2016 4:23 am
by MrFurious
No problem- I'll check the next build. How would I target these offending nodes though or would it show up in the existing dialogue box

Re: OctaneRender for Modo 3.00 [TEST]

Posted: Sun Jun 19, 2016 10:26 am
by face_off
How would I target these offending nodes though or would it show up in the existing dialogue box
I'm sorry Dino - I cannot remember at the moment - it was a few weeks ago...

Paul

Re: OctaneRender for Modo 3.02 [TEST]

Posted: Sun Jun 19, 2016 12:35 pm
by face_off
I have updated the Windows and OSX installers at the top of this thread with:

3.2.0.109
- Added support for the Dissolve Effect (treated the same way as Transparency Amount)
- Added an option to the octane.save command to specify the filename to save to
- Added python interface (see https://docs.otoy.com/manuals/products/ ... interface/ for details)

3.1.1.108
- Compiled with Octane 3.01.1

3.0.22.108
- Compiled with Octane 3.01 (3.0.22)
- Fixed the "Texture Tangent" InfoChannel kernel Type
- Fixed issue where setting the Work Chunk Size may result in an Octane Log message
- Added "Use For Tonemap" in the Cuda options (to match Octane Standalone)
- The NodeGraph node edit window now "remembers" it's previous state
- Fixed issue where NodeGraph materials were not loading correctly if used on multiple meshes
- Fixed crash when rendering VDB files in a VDBVoxel node
- Added preliminary support for VDB file texturing. See https://docs.otoy.com/manuals/products/ ... -features/ for details
- Added support for the Solid Project Type (effectively the same mapping as Cubic)
- Fixed menu links to the LiveDb and Manual web pages
- Removed rotation from the Box Projection to better match Octane with Modo
- Fixed issues with the Spherical and Cylinder Projection types in the Z axis not matching Modo
- "octane.MaterialMacro copyMaterial" and "octane.MaterialMacro pasteMaterial" commands now copy/paste the material to/from an XML string via the system clipboard

A Linux build using Octane 3.02 is not yet possible due to an issue with the Octane API.

Paul

Re: OctaneRender for Modo 3.02 [TEST]

Posted: Sun Jun 19, 2016 2:55 pm
by MrFurious
seems to be working exactly the same as before with plugin x...107, still getting this error with the latest plugin and no indication of which node tree(s) contains the offending nodes
node.jpg
In this screenshot you can see the long list of node trees in this scene, what you see is a little over half of them, so there's quite a few there and really and once I start adding more objects there will be many more.
node trees.jpg
How do I identify the offending nodes without having to go through each node tree manually and look for 'cmlogic'? There may be just one or there may be many more I have no idea so even if I find one I have to go through all the node trees anyway to make sure they're all fixed

Re: OctaneRender for Modo 3.02 [TEST]

Posted: Mon Jun 20, 2016 5:27 am
by MrFurious
or maybe an option to disable the error message so it doesn't pop up every time I change something in the scene?

Re: OctaneRender for Modo 3.02 [TEST]

Posted: Mon Jun 20, 2016 8:46 am
by face_off
Hi Dino - I will make sure this is resolved in the next issue. Sorry for the hassle.

Paul

Re: OctaneRender for Modo 3.02 [TEST]

Posted: Thu Jun 23, 2016 6:26 am
by MrFurious
Would it be possible to include a checkbox for 'use modo near clip distance'?
near clip.jpg
near clip.jpg (86.76 KiB) Viewed 3284 times