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Re: OctaneRender for Modo Beta 1.53.1 MacOSX [TEST]
Posted: Thu Jun 05, 2014 3:30 am
by face_off
John, is it possible the scene giving you troubles with this was used with an early version of the plugin? I think what has happened is that the Octane Override has been deleted, but not the Workspace (so what you drag another Override instance into that group, the workspace-to-override connection is broken). If you find this happening for a specific material, delete the blank workspace prior to dragging the instance. The blank workspace should not happen with the current version of the plugin, but may have with an early version. If you find the current version creates a blank workspace under any conditions, pls let me know.
Paul
Re: OctaneRender for Modo Beta 1.53.1 MacOSX [TEST]
Posted: Thu Jun 05, 2014 11:29 am
by riggles
face_off wrote:John, is it possible the scene giving you troubles with this was used with an early version of the plugin? I think what has happened is that the Octane Override has been deleted, but not the Workspace (so what you drag another Override instance into that group, the workspace-to-override connection is broken). If you find this happening for a specific material, delete the blank workspace prior to dragging the instance. The blank workspace should not happen with the current version of the plugin, but may have with an early version. If you find the current version creates a blank workspace under any conditions, pls let me know.
Paul
Yes, I first started this scene last week while on the previous 1.53.1.69 (I think). Then I updated to the newest one this week. I'll keep an eye out for more of this behavior. I can email you the WIP scene if that helps you investigate, unless you already know what's going on.
Also, I'm using the Disable Live Mesh Updating button added to the setup toolbar, but I still get long delays when the scene gets heavy and if the Octane windows are open.
Re: OctaneRender for Modo Beta 1.53.1 MacOSX [TEST]
Posted: Thu Jun 05, 2014 1:10 pm
by face_off
Also, I'm using the Disable Live Mesh Updating button added to the setup toolbar, but I still get long delays when the scene gets heavy and if the Octane windows are open.
If you change all mesh items to be NOT live, and then refresh the scene, how is the performance?
Re: OctaneRender for Modo Beta 1.53.1 MacOSX [TEST]
Posted: Thu Jun 05, 2014 2:51 pm
by riggles
face_off wrote:If you change all mesh items to be NOT live, and then refresh the scene, how is the performance?
Is that as simple as unchecking the relevant preference checkbox in the Octane prefs? Or do I need to go thru all mesh items manually and uncheck the Live Geometry box in each one. If the later, there's no way I could practically do that, too many meshes.
I guess I don't properly understand what the new button does. My assumption was that, while activated, it overrode all mesh items to be not live, and then when deactivated, recognized their per-mesh live setting again. But I think I'm understanding its function wrong.
Re: OctaneRender for Modo Beta 1.53.1 MacOSX [TEST]
Posted: Thu Jun 05, 2014 6:09 pm
by riggles
Also wondering if it would be possible to inherit the MODO scene camera's X and Y shift, just like like aperture and focus distance does. I'm using the new Perspective Correction feature, which I love and is super easy to use. But sometimes I need to be able to see the effect in my viewport to compose the frame quickly (or to stay compatible with other MODO artists), and in those cases, having Octane inherit the shift so all viewports look the same would be very helpful.
Re: OctaneRender for Modo Beta 1.53.1 MacOSX [TEST]
Posted: Thu Jun 05, 2014 11:32 pm
by face_off
Also wondering if it would be possible to inherit the MODO scene camera's X and Y shift
Implemented in the next release.
Is that as simple as unchecking the relevant preference checkbox in the Octane prefs? Or do I need to go thru all mesh items manually and uncheck the Live Geometry box in each one. If the later, there's no way I could practically do that, too many meshes.
Select the first mesh/group in the scene, shift click the last mesh in the scene, untick the Live Geometry Update checkbox on the Mesh tab - that will turn off live update for all meshes in the scene. Then reload into Octane - is the lag gone now?
I guess I don't properly understand what the new button does. My assumption was that, while activated, it overrode all mesh items to be not live, and then when deactivated, recognized their per-mesh live setting again. But I think I'm understanding its function wrong.
I've updated the tooltip to explain this better in the next version. Enabling that button stops the plugin from processing mesh changes to all mesh items, even if meshes have Live Geometry Updating enabled. So if you have 1500 meshes, and they are all live, they will still be using 1500 pins on the Geometry Group - but the mesh change event is ignored by the plugin. This should resolve any lag issues - but if it does not, could you pls send me the scene and the action which is causing lag, and I will see why it's happening. Keep in mind that if you have a scene with 1500 meshes, and they are all live, that's 1500 pins the plugin needs to track, so everytime you make any change in Modo with the Viewport open, the plugin needs to check every pin (TWICE!) to see if that change is relevant for it. For example, if you change the diffuse color of a Modo material, every Octane material is rebuild, and then every mesh item (1500 of them) is checked to see if it uses that material. So you can see that a large number of meshes with Live Geometry Update enabled creates a huge overhead. If you are dealing with large scenes, turn the default Live Geom Update setting in the preferences OFF (that only sets the default for new mesh items, so also turn live update off for any meshes already in the scene as described at the top of this message).
Paul
Re: OctaneRender for Modo Beta 1.53.1 MacOSX [TEST]
Posted: Tue Jun 10, 2014 8:33 pm
by riggles
I forgot to mention this earlier. I noticed a potential bug in the material override when I was converting some turbosquid models the other week. If the MODO material roughness had previously been set but then Blurry Reflections is turned off, the roughness channel gets grayed out and the roughness is ignored in the MODO render. When overriding the material, however, the roughness value is still plugged into the Octane material. Seems like the roughness value should only be set if Blurry Reflections is enabled.
Re: OctaneRender for Modo Beta 1.53.1 MacOSX [TEST]
Posted: Wed Jun 11, 2014 12:01 am
by face_off
If the MODO material roughness had previously been set but then Blurry Reflections is turned off, the roughness channel gets grayed out and the roughness is ignored in the MODO render. When overriding the material, however, the roughness value is still plugged into the Octane material. Seems like the roughness value should only be set if Blurry Reflections is enabled.
I will fix this.
Paul
Re: OctaneRender for Modo Beta 1.53.1 MacOSX [TEST]
Posted: Wed Jun 11, 2014 6:39 am
by face_off
A question for OS X users......
There are special challenges maintaining code on OS X (compared with Windows). My preference is to have the stable 1.54 version currently in this thread, and then offer all new enhancements in the 2.0 stream.
So - are all OS X plugin users going to update to 2.0? Or are some planning on stay with 1.5?
Thanks
Paul
Re: OctaneRender for Modo (OS X) 1.54 [TEST]
Posted: Wed Jun 11, 2014 8:24 am
by rojharris
Hi Paul,
Well, seeing as I bought the upgrade to 2 yesterday and the modo plugin license too, I guess I'm looking forward to plugin v2.0

To be honest, with all the extra features of 2, I can't see me wanting to keep using 1.5
Cheers,
Roger
p.s. Great implementation by the way! I have LW and Daz plugins too but this is now my favorite after 1 day!