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

Posted: Thu Jul 10, 2014 2:06 pm
by v1adut
Hi Paul,

I noticed, a frequent bug:

When I reload the geometry intro octane, after I changed a material assignment, or created a new one, with octane view port open, octane crashes, and modo too.

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

Posted: Thu Jul 10, 2014 7:40 pm
by face_off
When I reload the geometry intro octane, after I changed a material assignment, or created a new one, with octane view port open, octane crashes, and modo too.
Yes, I am aware of this issue. 2.2.0.21 substantially reduces the occurrence of this problem - are you using that version?

Paul

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

Posted: Sat Jul 12, 2014 4:07 am
by Rafael-Vallaperde
Hello guys.

Paul is it possible to load animated textures into the schematic/octane atm?

Cheers!

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

Posted: Sat Jul 12, 2014 11:51 pm
by face_off
I noticed that when online database files are used they are stored in the octane for Revit root folder, are they also stored directly in the revit file for portability?
Hi Raf - at the moment image sequences are supported for "on-the-fly" materials (ie. Modo Materials which do NOT have an override). This was added in the latest version - but so far I've had no feedback from anyone on this new feature.

Paul

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

Posted: Sun Jul 13, 2014 3:51 pm
by v1adut
face_off wrote:
When I reload the geometry intro octane, after I changed a material assignment, or created a new one, with octane view port open, octane crashes, and modo too.
Yes, I am aware of this issue. 2.2.0.21 substantially reduces the occurrence of this problem - are you using that version?

Paul
Hi Paul, i do use the latest version.

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

Posted: Mon Jul 14, 2014 11:46 am
by face_off
Hi Paul, i do use the latest version.
OK, I will look into this in more detail in the next release. In the meantime, click Pause prior to Refresh.

Paul

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

Posted: Tue Jul 15, 2014 1:30 pm
by v1adut
face_off wrote:
Hi Paul, i do use the latest version.
OK, I will look into this in more detail in the next release. In the meantime, click Pause prior to Refresh.

Paul
Thanks, it is still happening with pause too.

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

Posted: Mon Jul 21, 2014 11:48 am
by face_off
Just a quick note to say that I have a new build almost ready - against Octane 2.03. However I am rewriting the viewport navigation code to fix up the issues involved with rotating the camera - so it is another day or so away. Sorry for the delay.

Paul

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

Posted: Tue Jul 22, 2014 2:11 pm
by Joely-Bird
Hi There,

I work in a large studio of modo artists, and often swap between using modo, Octane or Maxwell to render our visuals, however one key issue I keep coming up against is that whenever I load up modo to work on a scene, the plugin will automatically add octane parameters to my scenes even when I don't intend to work in Octane. when working on projects with other artists, this creates compatability issues between machines and causes problems when running renders on our farm.

It would be great to have the option not to auto update every scene that's opened with the plugin, or as with the maxwell plugin, there's an button that strips the scene and everything in it of all maxwell specific channels. Could the same be implemented on this plugin?

Thanks

Joel

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

Posted: Tue Jul 22, 2014 3:08 pm
by raybender
Joely-Bird wrote:Hi There,

I work in a large studio of modo artists, and often swap between using modo, Octane or Maxwell to render our visuals, however one key issue I keep coming up against is that whenever I load up modo to work on a scene, the plugin will automatically add octane parameters to my scenes even when I don't intend to work in Octane. when working on projects with other artists, this creates compatability issues between machines and causes problems when running renders on our farm.

It would be great to have the option not to auto update every scene that's opened with the plugin, or as with the maxwell plugin, there's an button that strips the scene and everything in it of all maxwell specific channels. Could the same be implemented on this plugin?

Thanks

Joel
that would be very useful for me too