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Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Mon Jul 04, 2016 6:10 am
by MrFurious
- 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)
Works great- thanks for your efforts.
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Wed Jul 06, 2016 7:55 am
by MrFurious
Is it possible to have support for Morph Influence changes without having to reload the scene?
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Thu Jul 07, 2016 7:36 am
by v1adut
Hi Paul, is it possible today for vertex motion blur inside modo, we got to version 3.0 and this was a 2.0 promised feature. Please help.
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Fri Jul 08, 2016 12:43 am
by face_off
Is it possible to have support for Morph Influence changes without having to reload the scene?
This should work aready if you have enabled to Modo Render Cache API option, but implementing it in the non-render cache system will potentially introduce more viewport lag (but I will investigate).
Hi Paul, is it possible today for vertex motion blur inside modo, we got to version 3.0 and this was a 2.0 promised feature. Please help.
I have tried implementing this already, however the Modo API is not providing the vertex speeds correctly (which is needed for object motion blur). I have reported this to TheFoundry, so hopefully it will be addressed in the near future.
Paul
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Fri Jul 08, 2016 2:00 am
by MrFurious
face_off wrote:Is it possible to have support for Morph Influence changes without having to reload the scene?
This should work aready if you have enabled to Modo Render Cache API option, but implementing it in the non-render cache system will potentially introduce more viewport lag (but I will investigate).
Thanks that would be awesome. If it's going to make the viewport more laggy probably not worth it, and I'd rather just reload the scene when needed. I don't use the Render Cache because it makes the openGL viewports laggy/stuttery, speaking of which I notice the later builds (v3x) of the plugin has lost the ability to change replicators on the fly without having to reload the scene, could this be fixed so it's working again? (turning on render cache totally locks up my system)
Cheers,
Dino.
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Fri Jul 08, 2016 6:05 pm
by v1adut
possible plugin UDIMs error. jpeg and png files
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Sun Jul 10, 2016 2:50 am
by MrFurious
Loving the updated error reporting in the latest build
Also, if an object has too many UV maps, sometimes (rarely but sometimes) the error is reported in a dialogue box similar to above, but other times the dialog says check the log and the 'too many UV maps' error is there. Not an issue just passing it on.
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Tue Jul 12, 2016 8:49 am
by v1adut
Hi Paul, there is a problem with UDIM workflow, can you please see the previous comment where I attached the file and see if it works.
Cheers,
Vlad
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Tue Jul 12, 2016 9:03 am
by face_off
Hi Paul, there is a problem with UDIM workflow, can you please see the previous comment where I attached the file and see if it works.
I will investigate this issue when doing the 3.03.1 release.
Paul
Re: OctaneRender for Modo 3.02 [STABLE]
Posted: Wed Jul 13, 2016 3:05 pm
by v1adut
Thank you Paul. Also can you tell how many uv tiles octane render supports? I am constructing a workflow for UDIMs and I will like to know if there any limitations.