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Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Tue Jul 01, 2014 11:28 pm
by funk
Thanks for the update Paul!
face_off wrote: - Octane Specular and Glossy Material "roughness" is now the Modo Material roughness * 0.6
I just want to point out that when I came up with that conversion I only tested modo roughness to octane glossy roughness. I didnt test modo refraction roughness to octane specular roughness (which Paul also added) but it seems to match well too.

The only issue people need to be aware of is that in modo, the reflection and refraction roughness are controlled separately. This cannot be done in octane specular materials, so octane only uses the modo refraction roughness

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Sat Jul 05, 2014 11:17 pm
by Tharso
Is save as preset working? here I can´t save ..dont know why!

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Mon Jul 07, 2014 7:01 am
by face_off
Is save as preset working? here I can´t save ..dont know why!
I just checked, and it's working OK for me. Can you explain what "can't save" means pls? It is popping an error?

Paul

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Wed Jul 09, 2014 3:23 pm
by v1adut
Hi Paul,

I am back with the annoying floating buttons windows. Can you please remove it, and put the additional buttons on the setup window, so we can snap the to windows full screen, on 50/50 split on monitors, no I can not use the most of the screen because of this.

I think this is a simple fix, easy to implement. I do not need all these settings double on that floating window,
10x,

Vlad

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Wed Jul 09, 2014 3:32 pm
by raybender
v1adut wrote:Hi Paul,

I am back with the annoying floating buttons windows. Can you please remove it, and put the additional buttons on the setup window, so we can snap the to windows full screen, on 50/50 split on monitors, no I can not use the most of the screen because of this.

I think this is a simple fix, easy to implement. I do not need all these settings double on that floating window,
10x,

Vlad
you are not the only one with a specific way of working. others have requested the buttons to be separate from setup window. you can do a lot of work with octane without even having the setup window open.

i would suggest paul placing the missing buttons in the setup window, too and then you could use the rightclick option in the Octane Preferences to get rid of the toolbar.

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Wed Jul 09, 2014 6:33 pm
by face_off
I am back with the annoying floating buttons windows. Can you please remove it, and put the additional buttons on the setup window, so we can snap the to windows full screen, on 50/50 split on monitors, no I can not use the most of the screen because of this.

I think this is a simple fix, easy to implement. I do not need all these settings double on that floating window,
10x,
Modo->System->Preferences->Rendering->Octane->tick "Rightclick Viewport to open Control Panel" should do this for you.
i would suggest paul placing the missing buttons in the setup window, too and then you could use the rightclick option in the Octane Preferences to get rid of the toolbar.
I think the only button missing from the Setup window is "Reload Texturemaps", which I doubt anyone ever uses.

Paul

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Wed Jul 09, 2014 6:45 pm
by raybender
I think the only button missing from the Setup window is "Reload Texturemaps", which I doubt anyone ever uses.

Paul
using it all the time paul. :) i am using it so often i already wanted to ask if you could not implement an function to reload textures automatically when they change

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Wed Jul 09, 2014 6:48 pm
by face_off
using it all the time paul. :) i am using it so often i already wanted to ask if you could not implement an function to reload textures automatically when they change
I'm not sure there would be a reliable way to detect when a texturemap had changed - other than polling the date/time of the files, which I'm not sure would be practical. Is Modo picking up changed texturemaps? Regardless, I will add that button to the Setup frame.

Paul

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Wed Jul 09, 2014 6:51 pm
by raybender
face_off wrote:
using it all the time paul. :) i am using it so often i already wanted to ask if you could not implement an function to reload textures automatically when they change
I'm not sure there would be a reliable way to detect when a texturemap had changed - other than polling the date/time of the files, which I'm not sure would be practical. Is Modo picking up changed texturemaps? Regardless, I will add that button to the Setup frame.

Paul
yes modo does detect texture changes.. so i thought you could just use the modo function, however that works.

Re: OctaneRender for Modo (Windows) 2.02 [TEST]

Posted: Wed Jul 09, 2014 7:03 pm
by face_off
yes modo does detect texture changes.. so i thought you could just use the modo function, however that works.
OK, I will investigate if this can be done. Perhaps when Modo picks up the change it will raise an event for the plugins.

Paul