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Re: OctaneRender for Modo (Windows) 2.14 [TEST]

Posted: Wed Dec 17, 2014 11:25 pm
by face_off
Confirming Funks findings.....exposure 1, gamma 2.2, vignette 0, Linear, with Modo on sRGB will get you a very close match between Modo and Octane. Modo emitters (and luminous materials) should map to an Octane emitter with Octane power = Modo luminous amount, and Surface Brightness enabled. I will modify the next version of the plugin to automate this a little more. Any difference seems in the brightness of materials between Modo and Octane seems to be the specular conversion, which I might need to tweak.

So all-in-all some great changes in Octane 2.15.

Paul

Re: OctaneRender for Modo (Windows) 2.16 [TEST]

Posted: Wed Dec 24, 2014 5:00 am
by face_off
I have refreshed the installer at the top of this thread with:

2.16.0.47
- Compiled with Octane 2.16 (see the Octane Standalone 2.16 release notes for details on this release)
- Daylight illumination power has been re-calibrated (pls see Octane Standalone 2.16 release notes for details). You may need to tweak the Daylight power to compensate for this change
- Scene load errors now pop an Octane error (in the Octane Log) rather than a Modo Event Log entry. If this causes too many pop-ups, pls let me know.
- Implemented a number of code changes to prepare for Octane 2.20

2.15.0.46
- Compiled with Octane 2.15
- Added option to import a material from the Octane Standalone LocalDb (use the command "octane.importLocalDb")
- Added support for Modo "Front Projection" mapping. This assumes the Render Camera is the Projection Camera
- Various additions/enhancements to emitters, including addition of "Surface Brightness" and "Cast Illumination" pin. See Octane 2.15 Standalone release notes for details. IMPORTANT: Modo Materials with Luminous Intensities > 0 will convert to an Octane diffuse emitter with Surface Brightness enabled
- Removed ISO and FStop Imager pins. See Octane 2.15 Standalone release notes for details. Scenes saved with plugin versions prior to 2.15.0.37 will NOT have the exposure converted to the new scale, so will need manual adjustment. Your default rendertarget "exposure" setting will need to be adjusted too.
- IMPORTANT: The above change means the default Daylight Power of 1 will be too bright - this will be rectified in the next release
- Added support for Texture Locator U Tile Offset and V Tile Offset for the UV Map projection type
- Added support for the Modo Constant Shader Tree item. The supported Effects are "Diffuse Color", "Diffuse Amount", "Transparency Amount", "Transparency Color", "Luminous Color"
- Added support for the Layer Mask effect. This only works when the Layer Mask is applied to a Image in the Shader Tree, and only works with Constant and Image nodes above the Layer Mask with an effect of Diffuse Color

I still need to make some minor tweaks to the material conversion for emitters and luminous materials - which I will do in the next release.

Paul

Re: OctaneRender for Modo (Windows) 2.16 [TEST]

Posted: Tue Dec 30, 2014 9:31 pm
by Thirdeye
Hi,

I'm quite frustrated.. When I want to save my renders I simply can't. Nothing happens when I write the file-name and choose a format.

Is it just me? Any help is highly appreciated!

Re: OctaneRender for Modo (Windows) 2.16 [TEST]

Posted: Tue Dec 30, 2014 9:40 pm
by Thirdeye
The way I try to save the renders is this way:

1. I pause the render
2. On the "Octane Viewport Controls" I press the button "Save the current render to png or exr"
3. Then choose 8bit png.
4. Write a file name and choose an output directory - press save.
5. The image isn't there...

Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Wed Jan 07, 2015 11:13 am
by face_off
I have refreshed the installer at the top of this thread with:

2.20.0.49
- Compiled with Octane 2.20 (see the Octane Standalone 2.20 release notes for details on this release)
- 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

Paul

Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Wed Jan 07, 2015 11:15 am
by face_off
The way I try to save the renders is this way:

1. I pause the render
2. On the "Octane Viewport Controls" I press the button "Save the current render to png or exr"
3. Then choose 8bit png.
4. Write a file name and choose an output directory - press save.
5. The image isn't there...
Hi Thirdeye - sorry for the delay getting back to you. Are you saving to a folder which you have write access to? Does the folder or file you are saving to have any special characters in them? Have you checked the Octane Log to see if there are any errors reported there?

Can you pls tell me the exact folder name and filename you are saving to?

Paul

Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Wed Jan 07, 2015 12:14 pm
by Dmi3ryd
Paul, many thanks for update!

Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Fri Jan 09, 2015 8:40 am
by funk
face_off wrote: 2.20.0.49
- Compiled with Octane 2.20 (see the Octane Standalone 2.20 release notes for details on this release)
Quick note:

The standalone release notes state - The option "keep environment" got removed from the render kernel nodes.

You've left it in

Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Fri Jan 09, 2015 9:12 am
by face_off
The standalone release notes state - The option "keep environment" got removed from the render kernel nodes.
Thanks Funk - fixed in the next release.

Paul

Re: OctaneRender for Modo (Windows) 2.20 [TEST]

Posted: Thu Jan 15, 2015 8:51 pm
by Rafael-Vallaperde
Hello Paul!
How are you doing?

Paul, is there a way to render using octane's spherical camera? Would be very handy for me to generate a HDRI from a scene i'm woking on and then use the HDR to light another element that is super heavy and i can't get it to render at the same time with the environment turned on.

I looked but couldn't find a way to use it.
Modo itself has support for spherical cameras, is there a way to bridge them together, this would be awesome!!

Cheers!

PS: don't want to be a pain in the ass but this would save my bacon in a job!

Cheers!