OctaneRender for Modo (OS X) 1.55 [OBSOLETE]

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

riggles
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When a mesh item is set to display as a bounding box, it doesn't render. Neither do instances of that item.
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face_off
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When a mesh item is set to display as a bounding box, it doesn't render. Neither do instances of that item.
If BB is ticked, then the subdivision geometry from Modo is not available to the plugin (so nothing renders). In the next release, ticking Load Cage will allow you to render BB items (although you will need to Set Vertex Normals first).

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
riggles
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Posts: 493
Joined: Mon Feb 17, 2014 3:34 pm
Location: CT, USA

face_off wrote:If BB is ticked, then the subdivision geometry from Modo is not available to the plugin (so nothing renders). In the next release, ticking Load Cage will allow you to render BB items (although you will need to Set Vertex Normals first).

Paul
Ah, ok. Thanks~ Look forward to testing the larger scene handling improvements in the latest update.
riggles
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face_off wrote:John - that scene is working OK for me on Win 1.53.1.70. I will upload an OSX build for that release later today, which will hopefully address this issue for you.

Paul
Tried the "cell edge" scene I sent you again with this latest build. It renders fine first, but when changing the float that controls both the concave and convex edges, only one will update. I have to reload the scene for both to stay in sync.
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face_off
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Tried the "cell edge" scene I sent you again with this latest build. It renders fine first, but when changing the float that controls both the concave and convex edges, only one will update. I have to reload the scene for both to stay in sync.
Yes - you are right - I will fix this in the next release.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
riggles
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Posts: 493
Joined: Mon Feb 17, 2014 3:34 pm
Location: CT, USA

Getting some weird behavior with HDR Light Studio now. Any change to the lights inside HDRLS causes the warning "You will need to refresh the scene for this change to take effect", even though the preview reflects the change already. Also, I can't get the LightPaint feature to work. Clicking on a surface to position the light in the HDR results in "No face found under cursor". I haven't made any changes to the HDRLS app. Only updating plugin to 1.54.0.71.
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face_off
Octane Plugin Developer
Posts: 15698
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Getting some weird behavior with HDR Light Studio now. Any change to the lights inside HDRLS causes the warning "You will need to refresh the scene for this change to take effect", even though the preview reflects the change already. Also, I can't get the LightPaint feature to work. Clicking on a surface to position the light in the HDR results in "No face found under cursor". I haven't made any changes to the HDRLS app. Only updating plugin to 1.54.0.71.
John - I am unable to reproduce this on the Windows version (and don't have HDRLS installed on OS X). I have however seen the "You will need to refresh the scene for this change to take effect", but only once. Do you still have a Windows install of Modo that you can try to reproduce the issue on?

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
riggles
Licensed Customer
Posts: 493
Joined: Mon Feb 17, 2014 3:34 pm
Location: CT, USA

face_off wrote:John - I am unable to reproduce this on the Windows version (and don't have HDRLS installed on OS X). I have however seen the "You will need to refresh the scene for this change to take effect", but only once. Do you still have a Windows install of Modo that you can try to reproduce the issue on?
After I finish this job, I'll be able to find that hard drive and boot into Windows to test.

I'm getting some weird behavior creating some overrides and duplicating some. After creating an override, it shows up in the schematic. Then, when I move to the next material and creating an override, only the MODO texture related nodes are visible, not the Octane material node. I have to delete the override so that schematic is empty, then recreate the override.

Also, when duplicating an override, then dragging it to another material mask, I can't view the override in the schematic, it's blank. It inherits the material name in the shader tree, but not in the schematic workspace names. So I can select the old duplicated name there and see the node graph, but selecting it in the shader tree (which has the new name), nothing shows up in the schematic.
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face_off
Octane Plugin Developer
Posts: 15698
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

I'm getting some weird behavior creating some overrides and duplicating some. After creating an override, it shows up in the schematic. Then, when I move to the next material and creating an override, only the MODO texture related nodes are visible, not the Octane material node. I have to delete the override so that schematic is empty, then recreate the override.

Also, when duplicating an override, then dragging it to another material mask, I can't view the override in the schematic, it's blank. It inherits the material name in the shader tree, but not in the schematic workspace names. So I can select the old duplicated name there and see the node graph, but selecting it in the shader tree (which has the new name), nothing shows up in the schematic.
John - are you able to be more specific (ie. give me the actual keystrokes you are using) about when these situations are happening? For example, I did the following and all was OK.....

1) Create new scene
2) shift-left click cube (to add a cube), 'M', name 'Cube'
3) shift-left click sphere, 'M', name 'Sphere'
4) Shader Tree, select Sphere (Material), Add Layer->Octane Override (schematic pops up)
5) "Instance Octane Override", drag instance to Cube (Material). Instance correctly created and select in the Schematic.

Thanks

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
riggles
Licensed Customer
Posts: 493
Joined: Mon Feb 17, 2014 3:34 pm
Location: CT, USA

face_off wrote:John - are you able to be more specific (ie. give me the actual keystrokes you are using) about when these situations are happening? For example, I did the following and all was OK.....

1) Create new scene
2) shift-left click cube (to add a cube), 'M', name 'Cube'
3) shift-left click sphere, 'M', name 'Sphere'
4) Shader Tree, select Sphere (Material), Add Layer->Octane Override (schematic pops up)
5) "Instance Octane Override", drag instance to Cube (Material). Instance correctly created and select in the Schematic.
In my scene, I selected an Octane override. "Duplicate Octane Override", drag into different material group. Override renames itself to the new material group it's part of (say, "Red plastic"). Looking at the workspace list, I see two: one named "Red plastic Nodes" which has nothing in it, but highlights the Octane override in the shader tree, and another named "Red Plastic (2) Nodes" which has the actually nodes in it. Selecting the "Red plastic" override in the Shader Tree bring up the empty "Red Plastic Nodes" workspace in the Schematic, which is the empty one.

It's really weird and hard to replicate, although there's still one override in my scene that has this weird visibility still.
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