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Re: OctaneRender for Modo 3.02 [TEST]
Posted: Fri Jul 01, 2016 1:15 am
by face_off
Also - looking at the "Error connecting cmLogic : Non-Octane nodes can only be plugged into Octane Float, Int and Bool nodes" issue...I cannot get the plugin to allow these connections to force this message in order to assess the issue further. Do you have a scene that pops this message so I can use it as a test scene?
Dino - I believe that this error will NOT show for materials. So it will only pop if you have make an invalid connect to a Kernel, Camera or Environment pin/property, which should make it easy to track down. In the case with the scene you posted, it was the node connected to the Environment Power. To resolve this, plug the "A is equal to B" node into an Octane Float Value X, which can then be plugged into the Environment Power.
Paul
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Fri Jul 01, 2016 1:39 am
by face_off
Tharso - I have your scene - thank you.
Render region when start in camera and go to dark region I get that strange behavior.
I'm not sure what you mean by this. Can you pls provide step-by-step instructions detailing
exactly what you are doing to reproduce this problem.
When I duplicate material and duplicate images in the same material I get duplicated connection with same materials as sometimes other materials inside. I dont know how to reproduce exactly and dont know if it is my problem or modo fault.
How are you duplicating the material? Which materials are you duplicating to get this problem? Again - I need you to provide the actual steps you are taking which produce this problem. I tried duplicating a few materials in your scene using the "Duplicate Octane Override" buttoin and it worked fine.
Paul
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Fri Jul 01, 2016 2:55 am
by MrFurious
face_off wrote:Also - looking at the "Error connecting cmLogic : Non-Octane nodes can only be plugged into Octane Float, Int and Bool nodes" issue...I cannot get the plugin to allow these connections to force this message in order to assess the issue further. Do you have a scene that pops this message so I can use it as a test scene?
Dino - I believe that this error will NOT show for materials. So it will only pop if you have make an invalid connect to a Kernel, Camera or Environment pin/property, which should make it easy to track down. In the case with the scene you posted, it was the node connected to the Environment Power. To resolve this, plug the "A is equal to B" node into an Octane Float Value X, which can then be plugged into the Environment Power.
Paul
Yes!, beautiful it works thanks heaps this is speeding my workflow up a lot. Good to know it doesn't effect materials that would be like trying to find a strand of hay in a stack of needles. If it's isolated to the octane panels [kernel, camera, environment] I'll find it quick enough if it pops up again. Many thanks.
edit: maybe for others and/or newbies it might be an idea to put a small message in the popup warning dialogue which suggests to check the kernel, camera, environment panels?
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Fri Jul 01, 2016 3:01 am
by MrFurious
face_off wrote:With the projection issue, I noticed that in my scene the object to which this material is applied is a child of a locator with a y-axis rotation applied. When I un-parented the object, the front projection worked as it should. I supposed that's why checking 'world co-ordinates' worked as well.
Yes - I was just able to replicate this. I will try to fix this in the next release.
I've noticed with the current plugin there's about a 9-10 second delay when launching Modo, something I wasn't getting in previous builds. Both monitors are white and the 'thinking' mouse icon goes round and round for nearly 10 seconds. Not a huge issue but annoying nonetheless. Is this something you're able to replicate?
I can replicate this issue. Otoy are investigating.
Paul
Great, and Great. Only minor annoyances but would be nice if they weren't there.
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Fri Jul 01, 2016 1:19 pm
by Tharso
face_off wrote:Tharso - I have your scene - thank you.
Render region when start in camera and go to dark region I get that strange behavior.
I'm not sure what you mean by this. Can you pls provide step-by-step instructions detailing
exactly what you are doing to reproduce this problem.
Paul
I can duplicate normal too with octane duplicate override, but sometimes it bug the selection of materials in octane viewport. But I will investigate it better.
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Sat Jul 02, 2016 9:57 pm
by MrFurious
Could we have material picking not be effected by items set to 'Camera Visibilty' unchecked? I have a wall in the foreground visible to rays but invisible to camera and it's the only object I can material pick from as technically it's in front of every other item even though it's invisible to the camera.
Cheers.
Re: OctaneRender for Modo 3.02 [TEST]
Posted: Sat Jul 02, 2016 10:34 pm
by face_off
I have updated the WINDOWS installers at the top of this thread with:
3.2.0.110 - Windows only
- You can now clear the Kernel->Background Filename and the background image will be removed from the Octane Viewport
- Fixed potential crash situation when deleting material masks from the Shader Tree in Modo10.1v1
- The Create Octane Emitter command now uses the light name for the emitter mesh and material name
- Fixed issue where Front Projection was only working in some situations when World Coordinates was ticked
- Added Use Modo Clipped Distance to the Octane Camera settings (to auto-set the Octane Near Clip Depth)
I will migrate the above updates to Linux/OSX in the next release.
Paul
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Sat Jul 02, 2016 10:38 pm
by face_off
Could we have material picking not be effected by items set to 'Camera Visibilty' unchecked? I have a wall in the foreground visible to rays but invisible to camera and it's the only object I can material pick from as technically it's in front of every other item even though it's invisible to the camera.
This should be possible. I will investigate for the next release.
Paul
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Sat Jul 02, 2016 10:40 pm
by face_off
This thread is now for the STABLE version of the plugin. The TEST release of the plugin can now be obtained from
viewtopic.php?f=34&t=55078 - pls subscribe to that thread.
Paul
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Sun Jul 03, 2016 12:43 am
by MrFurious
Thanks for the update, will be testing this afternoon.