hello Macworld
having a problem:
i´ve got a new imac (yosemite). it has an ATI card...
i know i can't use it with Octane. but i wanted to use it for animating my scenes which i set up earlier with octane on a windows machine
i hoped when i am installing the plugin that all the octane related data in the scene file stays untouched, so i could animate on the imac, save the file and go back to windows when it comes to rendering. but it seems thats not possible.
when i am starting modo with 2.16.0.47 it says "unknown command octane.command init" when i am loading the scene modo says that it does not know all those octane related info and deletes it from the file. when saving it, its gone
so a few questions.. is this normal behaviour ? shouldn't it at least load the octane.mesh types etc... keeping it intact ? i hoped as long as am not trying to render nothing breaks... or am i wrong ?
cheers, alex
OctaneRender for Modo (OS X) 2.24.2 [STABLE]
Moderator: face_off
Win7x64/ Dual Xeon [email protected]/ 48GB RAM/ 2x GTX Titan 6GB/ 1x GTX 670 4GB
http://www.alexbroeckel.com
http://www.alexbroeckel.com
If you do not have Cuda 6.5 installed, then the Octane libraries will not load when Modo starts the OctaneRender for Modo plugin. If the plugin does not load, Modo will clear the plugin specific data.i´ve got a new imac (yosemite). it has an ATI card...
You could try installing Cuda 6.5 - they may be enough to get the plugin loading into Modo. If that is the case, what you want to do should work.
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
thanks for the hint.. cuda 6.5 installed fine but it does not solve the problem.. the plugin still shows that "unknown command octane.command init" error on load.face_off wrote:If you do not have Cuda 6.5 installed, then the Octane libraries will not load when Modo starts the OctaneRender for Modo plugin. If the plugin does not load, Modo will clear the plugin specific data.i´ve got a new imac (yosemite). it has an ATI card...
You could try installing Cuda 6.5 - they may be enough to get the plugin loading into Modo. If that is the case, what you want to do should work.
Paul
Win7x64/ Dual Xeon [email protected]/ 48GB RAM/ 2x GTX Titan 6GB/ 1x GTX 670 4GB
http://www.alexbroeckel.com
http://www.alexbroeckel.com
Unfortauntely it looks like the Octane libraries will not load without an Nvidia card (which is also the case on Windows). And unfortunately Modo will drop any info from plugins which are not installed. So you will need an Nvidia card to do what you are trying do.thanks for the hint.. cuda 6.5 installed fine but it does not solve the problem.. the plugin still shows that "unknown command octane.command init" error on load.
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
I have updated the installer at the top of this thread with:
2.21.1.54
- Fixed Octane error 2 which would occur in rare situations
2.21.1.53
- Compiled against Octane 2.21.1 (see Standalone release notes for details)
- Added Light Passes (you can now assign a Light Pass to each Emitter, and then view each light pass as a Render Pass).
- Added Out-of-Core Textures settings to the Cuda panel - where texturemaps can now be stored in CPU/Motherboard RAM if graphic card VRAM is full. The render statistic panel shows the out-of-core statistics. NOTE: Due to some rounding issues, the Headroom and Limit values are incorrectly displayed in the Cuda panel - this will be fixed in a future release of the Octane API.
- Added "Cube Map" project type to the Spherical Camera
- Fixed issue where turning on Blurry Reflections and then turning off Match Specular would cause an incorrect roughness to be calculated for the Octane material
2.20.0.52
- Fixed bug where Copy and Paste of materials was not correctly copying filenames for image files
2.20.0.51
- Fixed crash when dragging Meshes with Octane Override (incl Shader) to another scene
- Added popup to warn you when Octane nodes could not be copied (ie. when dragging Meshes to another scene)
- Added "Copy Material" and "Paste Material" buttons to the Octane Override item properties (under the "Edit in Schematic" button in Texture Layers) to handle copying of Octane Overrides within and between scenes. You can also use the "octane.materialMacro pasteMaterial" to paste into the select Shader Tree group
2.20.0.50
- Removed the Keep Environment property from the Octane kernels
- Mesh changes on live meshes now update the viewport instantly, rather than when the mouse button is unclicked
- Added support for the Octane Panoramic Camera. Tick the "Panoramic Camera" checkbox in the Octane Camera panel to activate this mode
2.20.0.49
- Added preliminary support for multiple UV maps. Up to 3 UV maps are available for each Modo Mesh item when loading into Octane. The plugin assumes two different meshes will not use the same UV map (however it will allow this if the index of the shared UV map is the same for each Mesh). Hair stands are limited to 1 UV map, as are Mesh items with Load Cage ticked. IMPORTANT: If you Export to OCS or ORBX, only one UV map will be exported in the geometry (since the OBJ format only support a single UV map). If you export the animation (via octane.command exportAlembic) you will get all UV maps exported in the geometry (since the geometry is stored in ABC format in this case)
- Implemented Render Layers from Octane 2.20 (assign the Layer Id on the Mesh item, and then select the Layer Id to render in the Render Layer section of the Render Passes panel).
- Added Effect Alpha to Specular materials - and re-ordered fields to match Octane Standalone.
- Added Render Layer Passes to the Render Passes, and other info pass changes as per Octane Standalone 2.20. To assign a mesh to a Render Layer, enable "Live Geometry Update" for the Mesh Item and then set the Layer Id.
- Added other changes to Render Passes to match Octane Standalone
- Fixed issue when input from the LocalDb was not working for materials downloaded from the LiveDb
2.16.0.48
- The "No UV map found for mesh..." warning has been removed from the Octane Log and is now in the Modo Event Log
Paul
2.21.1.54
- Fixed Octane error 2 which would occur in rare situations
2.21.1.53
- Compiled against Octane 2.21.1 (see Standalone release notes for details)
- Added Light Passes (you can now assign a Light Pass to each Emitter, and then view each light pass as a Render Pass).
- Added Out-of-Core Textures settings to the Cuda panel - where texturemaps can now be stored in CPU/Motherboard RAM if graphic card VRAM is full. The render statistic panel shows the out-of-core statistics. NOTE: Due to some rounding issues, the Headroom and Limit values are incorrectly displayed in the Cuda panel - this will be fixed in a future release of the Octane API.
- Added "Cube Map" project type to the Spherical Camera
- Fixed issue where turning on Blurry Reflections and then turning off Match Specular would cause an incorrect roughness to be calculated for the Octane material
2.20.0.52
- Fixed bug where Copy and Paste of materials was not correctly copying filenames for image files
2.20.0.51
- Fixed crash when dragging Meshes with Octane Override (incl Shader) to another scene
- Added popup to warn you when Octane nodes could not be copied (ie. when dragging Meshes to another scene)
- Added "Copy Material" and "Paste Material" buttons to the Octane Override item properties (under the "Edit in Schematic" button in Texture Layers) to handle copying of Octane Overrides within and between scenes. You can also use the "octane.materialMacro pasteMaterial" to paste into the select Shader Tree group
2.20.0.50
- Removed the Keep Environment property from the Octane kernels
- Mesh changes on live meshes now update the viewport instantly, rather than when the mouse button is unclicked
- Added support for the Octane Panoramic Camera. Tick the "Panoramic Camera" checkbox in the Octane Camera panel to activate this mode
2.20.0.49
- Added preliminary support for multiple UV maps. Up to 3 UV maps are available for each Modo Mesh item when loading into Octane. The plugin assumes two different meshes will not use the same UV map (however it will allow this if the index of the shared UV map is the same for each Mesh). Hair stands are limited to 1 UV map, as are Mesh items with Load Cage ticked. IMPORTANT: If you Export to OCS or ORBX, only one UV map will be exported in the geometry (since the OBJ format only support a single UV map). If you export the animation (via octane.command exportAlembic) you will get all UV maps exported in the geometry (since the geometry is stored in ABC format in this case)
- Implemented Render Layers from Octane 2.20 (assign the Layer Id on the Mesh item, and then select the Layer Id to render in the Render Layer section of the Render Passes panel).
- Added Effect Alpha to Specular materials - and re-ordered fields to match Octane Standalone.
- Added Render Layer Passes to the Render Passes, and other info pass changes as per Octane Standalone 2.20. To assign a mesh to a Render Layer, enable "Live Geometry Update" for the Mesh Item and then set the Layer Id.
- Added other changes to Render Passes to match Octane Standalone
- Fixed issue when input from the LocalDb was not working for materials downloaded from the LiveDb
2.16.0.48
- The "No UV map found for mesh..." warning has been removed from the Octane Log and is now in the Modo Event Log
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Hi Paul,
Is there a way that I can make a tab in the interface with the OctaneRender Setup Window ?
I will realy love to have the octane controlas (graph, etc, as a separate tab and not as a floating window). I mean the floating window is ok to have it when I click the button, but haveing it as a tab will make use the monitors real estate better, and will be easier for me to switch from render modo to model mode, and will make the entire workflow feel more fluent, making the plugin looking more integrated.
Cheers,
Vlad
Is there a way that I can make a tab in the interface with the OctaneRender Setup Window ?
I will realy love to have the octane controlas (graph, etc, as a separate tab and not as a floating window). I mean the floating window is ok to have it when I click the button, but haveing it as a tab will make use the monitors real estate better, and will be easier for me to switch from render modo to model mode, and will make the entire workflow feel more fluent, making the plugin looking more integrated.
Cheers,
Vlad
Hi Vlad - I think this post was intended for the Win thread? I originally had a separate tab with all the plugin controls, however there was an issue with the Schematic being on a tab rather than a popup frame - which caused Modo to crash. I haven't tested if this issue has been resolved with Modo801 or not yet.Is there a way that I can make a tab in the interface with the OctaneRender Setup Window ?
I will realy love to have the octane controlas (graph, etc, as a separate tab and not as a floating window). I mean the floating window is ok to have it when I click the button, but haveing it as a tab will make use the monitors real estate better, and will be easier for me to switch from render modo to model mode, and will make the entire workflow feel more fluent, making the plugin looking more integrated.
Regarding UI tweaking....may I suggest you hold off for a while....I am doing a lot of work in the background to substantially revamp how the plugin works within the Modo UI. This will take quite some time - but will happen. So you may save yourself a lot of time by using the plug as it is now, and waiting for the UI revamp.
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Hi Paul,face_off wrote:Hi Vlad - I think this post was intended for the Win thread? I originally had a separate tab with all the plugin controls, however there was an issue with the Schematic being on a tab rather than a popup frame - which caused Modo to crash. I haven't tested if this issue has been resolved with Modo801 or not yet.Is there a way that I can make a tab in the interface with the OctaneRender Setup Window ?
I will realy love to have the octane controlas (graph, etc, as a separate tab and not as a floating window). I mean the floating window is ok to have it when I click the button, but haveing it as a tab will make use the monitors real estate better, and will be easier for me to switch from render modo to model mode, and will make the entire workflow feel more fluent, making the plugin looking more integrated.
Regarding UI tweaking....may I suggest you hold off for a while....I am doing a lot of work in the background to substantially revamp how the plugin works within the Modo UI. This will take quite some time - but will happen. So you may save yourself a lot of time by using the plug as it is now, and waiting for the UI revamp.
Paul
Thank you for considering the request.
I found that there is an issue with the plugin when changing colors. Now when I change a color, the plugin reload the materials and loads a wrong color, I think it has to do with the color tracking you recently implemented. In previous we had no progress bar for material reloading, somehow it was faster, and color section was correct.
HI Vlad - I cannot reproduce this. Would it be possible for you to send me a scene where this happens pls?I found that there is an issue with the plugin when changing colors. Now when I change a color, the plugin reload the materials and loads a wrong color, I think it has to do with the color tracking you recently implemented. In previous we had no progress bar for material reloading, somehow it was faster, and color section was correct.
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question