Page 9 of 73

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

Posted: Thu Jan 15, 2015 9:57 pm
by face_off
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.
This is planned for the next release (probably a week or so away).

Paul

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

Posted: Thu Jan 15, 2015 10:07 pm
by Rafael-Vallaperde
Thank you :D

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

Posted: Fri Jan 16, 2015 1:49 pm
by Rafael-Vallaperde
Paul, i have another question for you.

I can't get to move shaders from one scene to another, modo crashes, it behaves in a similar way as if you duplicate the octane override by hand(right click, duplicate).

What is the best way to import a model with octane shaders from one scene to another?

I know i can save the materials and re-aply them in the other scene...but that clumsy and depending on the amount of materials this can take ages.. even more if geometry is complex(like my case).

thank you very much for your attention.

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

Posted: Sun Jan 18, 2015 4:11 am
by face_off
I can't get to move shaders from one scene to another, modo crashes, it behaves in a similar way as if you duplicate the octane override by hand(right click, duplicate).
Raf - can you pls give me the workflow that results in a crash for you? Which SP of Modo do you have installed?

I can rightclick an Octane Override->Copy, and then Paste into a different scene. Does this not work for you?

Paul

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

Posted: Sun Jan 18, 2015 4:12 am
by face_off
I have refreshed the installer at the top of this thread ith:

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

Paul

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

Posted: Tue Jan 20, 2015 9:53 pm
by Rafael-Vallaperde
Nice!!

Thank you for the update Paul!

The way i usually move things from one scene to another is having both of them opened and then moving the mesh item in the item list to the other scene, a dialog box pops asking me if i want to move children and/or materials as well.

if i chose to move the materials along with it it crashes instantly if a octane override is inside one of the materials transfered.

i'm using 801 sp3, always been like this.

Cheers mate :)
thank you for your attention, panoramic camera is going to be a lifesaver, not joking.

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

Posted: Tue Jan 20, 2015 10:37 pm
by Rafael-Vallaperde
face_off wrote:
I can't get to move shaders from one scene to another, modo crashes, it behaves in a similar way as if you duplicate the octane override by hand(right click, duplicate).
Raf - can you pls give me the workflow that results in a crash for you? Which SP of Modo do you have installed?

I can rightclick an Octane Override->Copy, and then Paste into a different scene. Does this not work for you?

Paul
WOW, right click copying seem to work! nice, that's faster than saving materials and re importing them. Not ideal though.

note: ctrl+c copy doesn't work for some reason, modo seems to "think" a bit but nothting happens.

edit: Alright, nevermind, it did copy-paste the override, but it didn't do much, the override does nothing(it's not overriding the modo material in the group)

That reminds me of a bug too, not 100% related, but here it goes anyway:

overrides inside groups can't be seen, the material group needs to bee in the root of the shder tree. Follow the example:

-Shadertree
--group
---octane override
---material

This works

-Shadertree
--group
---group
----octane override
----material

This doen't

Edit2: OK, now i understand what happened, the right clicking copy command did place an octane override inside the group, however it did not carry information of what composed the copied material. What it did is the same as creating an octane override :) just like if i clicked creat octane override, that's why i though the override wasn't working.

it is, it's just not the same i copied from the other scene.it's a simple new override.

Sorry if this post got too confusing.

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

Posted: Tue Jan 20, 2015 10:59 pm
by face_off
edit: Alright, nevermind, it did copy-paste the override, but it didn't do much, the override does nothing(it's not overriding the modo material in the group)
You are right - I will try to fix this.
-Shadertree
--group
---group
----octane override
----material

This doen't
The plugin only supports 1 level deep of item mask polygon tags - so I suspect the group within the group may not work. If the first group is an Item selection, and the second group is a Polygon Tag Type of Material, then it should work, but an Item selection within an Item selection may not. If you have a sample of this situation - can you pls send it to me and I will take a closer look.
The way i usually move things from one scene to another is having both of them opened and then moving the mesh item in the item list to the other scene, a dialog box pops asking me if i want to move children and/or materials as well.

if i chose to move the materials along with it it crashes instantly if a octane override is inside one of the materials transfered.
Yes - I get this crash too. It is because Modo is copying the Octane nodes in an order which the plugin is not expecting, so it is referencing a node which doesn't exist yet. I will need to do some work to sort this out.

Thanks

Paul

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

Posted: Tue Jan 20, 2015 11:23 pm
by Rafael-Vallaperde
Yes - I get this crash too. It is because Modo is copying the Octane nodes in an order which the plugin is not expecting, so it is referencing a node which doesn't exist yet. I will need to do some work to sort this out.

Sweet, if this works should be sweet as i think this is a common way that most modo users use to exchange files between scenes...

A workaroundis that you can import a modo scene into another modo scene.... never really tried this out... will give it a check.

Cheers!

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

Posted: Sat Jan 24, 2015 4:20 am
by face_off
I have refreshed the installer at the top of this thread with:

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

Paul