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Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sat Mar 08, 2014 1:11 am
by face_off
I am not entierly sure and it might be a limitation of OctaneRender itself, but my vertex normalmaps doesnt seem to get exported with the rest of the mesh, or atleast faulty.
When you say "exported", do you mean when you click the "Export" button to export to Octane Standalone? Or do you mean the normal maps are not being using in the OctaneRender Viewport? If it's the latter, check the Modo Event Log - it will list any maps it couldn't find.

Paul

Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sat Mar 08, 2014 3:24 am
by face_off
I have refreshed the installer at the top of this thread with:

1.33.0.43
- Internal changes to enable an OSX version of the plugin
- The Viewport now opens at the screen position it was last closed at. If you have multiple monitors, you may find it opens at the default position (to avoid the Viewport dissappearing off the screen if you revert back to a single monitor)
- LiveDb downloading now changed from a batch process to a downloadable file - available from http://render.otoy.com/manuals/Modo/?page_id=909.
- Fixed issue where texturemaps were not being converted from the Modo material when creating an Octane Override

The last one is an important workflow fix - so worth updating just for that.

If there are no "bugs" posted against this release, I'll tag it as STABLE, and then start adding all the new things people have asked for in a separate TEST build.

I now also have a fully functioning OSX build, which I can provide a link for if anyone wants to have a look at. Once it's been tested a little more I'll post the OSX link to the top of this thread.

Thanks

Paul

Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sat Mar 08, 2014 1:48 pm
by MagnusL3D
face_off wrote:
I am not entierly sure and it might be a limitation of OctaneRender itself, but my vertex normalmaps doesnt seem to get exported with the rest of the mesh, or atleast faulty.
When you say "exported", do you mean when you click the "Export" button to export to Octane Standalone? Or do you mean the normal maps are not being using in the OctaneRender Viewport? If it's the latter, check the Modo Event Log - it will list any maps it couldn't find.

Paul
I mean when I open the OctaneRender Viewport in Modo. And to be clear I dont mean texture normalmaps, I mean vertex normalmaps.

Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sat Mar 08, 2014 2:54 pm
by Obizzz
face_off wrote: - Fixed issue where texturemaps were not being converted from the Modo material when creating an Octane Override

Thanks!

I was going to ask about this because I thought that was the idea. Guess it was just a bug then :)

Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sat Mar 08, 2014 9:45 pm
by face_off
I mean when I open the OctaneRender Viewport in Modo. And to be clear I dont mean texture normalmaps, I mean vertex normalmaps.
This should be working. Can you give me some more info on this pls? Is your Modo Event Log reporting any issues after you open the Octane Viewport? What is the name of your vertex normal map? Can you give me a step by step process I can follow to reproduce this problem pls? And a screen illustrating the problem would be great.

Also, have you rendered with Infochannel Kernel to get a better idea of what your normals look like?

Paul

Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sat Mar 08, 2014 10:19 pm
by MagnusL3D
face_off wrote:This should be working. Can you give me some more info on this pls? Is your Modo Event Log reporting any issues after you open the Octane Viewport? What is the name of your vertex normal map? Can you give me a step by step process I can follow to reproduce this problem pls? And a screen illustrating the problem would be great.

Also, have you rendered with Infochannel Kernel to get a better idea of what your normals look like?

Paul
These are Vertex normals generated by Modo's own Advanced CAD loader when importing a .STP file. And it renders fine in both modo and another 3rd party renderer.

Here is a link to a jpg with octane vs modo's own render. in both cases the left has vertex normals and the right one have them deleted.
https://www.dropbox.com/s/fmioms3gu0ype ... ormals.jpg

here is a link to the .lxo
https://www.dropbox.com/s/bbn3wulci9o9t ... ormals.rar

/M

Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sat Mar 08, 2014 10:44 pm
by face_off
Here is a link to a jpg with octane vs modo's own render. in both cases the left has vertex normals and the right one have them deleted.
Thank you for posting this info. If I render the block on the left in Modo - it doesn't look right to me. I think the normals are wrong, so are being into Octane incorrectly.

Pls see below.

Paul

Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sat Mar 08, 2014 11:58 pm
by cakeller98
MagnusL3D wrote: These are Vertex normals generated by Modo's own Advanced CAD loader when importing a .STP file. And it renders fine in both modo and another 3rd party renderer.
/M

Problem, I think, is that the material shader has edge rounding on @ 2mm.
I don't believe that is a supported feature in Octane, since it's still on the list of requested features.
If you turn off edge rounding (set it to 0mm) the modo render and octane render match.

I was able to achieve this effect by baking the normals including those from the round-edge and creating an override. However, I wasn't able to do this with your files, because the UVs aren't 0-1... so baking a normal map doesn't really work with that AFAIK.

Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sun Mar 09, 2014 7:41 am
by cakeller98
So, I guess multiple UV Maps aren't supported? I beat my head against a wall for half a day trying to figure out why the man and woman presets wouldn't render in octane.

1st, just importing them as-is they render with the default base color
2nd, after pulling the individual shaders up to the top level out of the imported container, the body shaders work but the heads did not... head just rendered black. After spending a bunch of time trying to figure out what the problem was, I finally stumbled across the extra UV maps... body and head are both in the same mesh, and had 2 UV map sets. The reason the body worked ok, but the head does not is because the body UV map was first on the list. I selected the head cut/paste out to a new mesh and deleted the body UV map. did the complement to the body, and renamed them both to the same UV set name, and merged the meshes back together. Now everything renders fine. - but

Question:
1) will octane and/or the plugin be supporting multiple uv sets?
2) any idea why the shaders in the container nodes don't render unless they are pulled out?

attached is the working and not-working files. (non-working file is simply new file and placed man asset into the scene)
multi-uv-sets.zip
Contains both working and not working lxo files
(551.48 KiB) Downloaded 265 times
step 1 import man:
Snapshot of not working
Snapshot of not working
step 2 pull shaders out of container
Snapshot almost working
Snapshot almost working
step 3 merge uv sets to a single uv set.
Snapshot finally works
Snapshot finally works

Re: OctaneRender for Modo Beta 1.33 [TEST]

Posted: Sun Mar 09, 2014 9:21 am
by face_off
So, I guess multiple UV Maps aren't supported? I beat my head against a wall for half a day trying to figure out why the man and woman presets wouldn't render in octane.
Firstly - thank you for posting detailed info on your issue - helps a lot.

Secondly, part of the problem you are experiencing is due to the head and body material being grouped within another group (as you point out in your post). The plugin needs to handle this situation, and I will have a fix for this in the next few hours.

Thirdly, Octane does not currently support multiple UV maps for a single mesh, so that is a limitation the plugin will have. Having said that, I will do what I can to minimize the impact of this limitation.

Let me get the fix described above done first, then I will look into the scene you posted in more detail.

Thanks

Paul