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Re: OctaneRender for Modo (Windows) 2.02 [TEST]
Posted: Wed Jul 23, 2014 7:26 am
by face_off
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?
Hi Joel
I have spent some time on this today trying to implement an "On/Off" button, however this is quite at odds with how Modo works - where all the Octane info is stored in channels - if the channels are not there Modo crashes. So the plugin goes to great lengths to ensure the Octane channels are there for all scenes. So having the plugin running, but not adding the channels is going to be virtually impossible to implement (since all the channels are in the plugin XML files - they cannot be turned "Off"). In particular, the camera, environment, imager, kernel and postproc nodes are attached as channels to the Modo renderer, camera and environment, so pulling those out is likely to cause substantial stability issues. Deleting the Octane Overrides on the other hand should be doable. Would that work for you? I could implement a simple Modo command to do this.
Also, are you able to tell me about the compatibility issues you are getting pls? I would expect if you load a scene saved with Octane info into an install of Modo which does not have the plugin installed, Modo should just pop a warning. Are there other problems arising?
Thanks
Paul
Re: OctaneRender for Modo (Windows) 2.03 [TEST]
Posted: Wed Jul 23, 2014 11:54 am
by face_off
I have refreshed the installer at the top of this thread with:
2.3.0.22
- Compile against Octane 2.03, which resolves a number of displacement mapping issues
- When Modo reloads a texturemap (if it has been edited outside Modo and saved), the plugin will also reload the texturemap into Octane if the Viewport is open
- Added "Reload Texturemaps" button to the OctaneRender Setup panel toolbar
- Improved Viewport Navigation rotation (removed gimbal lock issue)
- The calculated Field of View, and the Modo Focus Distance are now feed into the camera animation track when "Load All Frames Into Octane" is enabled.
- Bezier curves (ie. imported from Illustrator) are now supported
I will post an OSX build in the next 24hrs.
ALSO: Are there users here who would use a Linux build? I am trying to gauge a) the number of potential Linux users, and b) candidate users who could test the Linux build.
Paul
Re: OctaneRender for Modo (Windows) 2.03 [TEST]
Posted: Wed Jul 23, 2014 6:26 pm
by Rafael-Vallaperde
Sorry if this is a dumb question, here it goes anyway:
How do i move the camera in the Octane render? couldn't get it to move
Cheers
Re: OctaneRender for Modo (Windows) 2.03 [TEST]
Posted: Wed Jul 23, 2014 10:22 pm
by face_off
How do i move the camera in the Octane render? couldn't get it to move
Hi Raf - turn ON Viewport Navigation (the pick button with the camera on it) - then use the Modo move controls (Alt drag = rotate, Shift-Alt drag = pan, Ctrl-Alt drag = zoom).
Paul
Re: OctaneRender for Modo (Windows) 2.03 [TEST]
Posted: Thu Jul 24, 2014 7:48 am
by funk
face_off wrote:
- Improved Viewport Navigation rotation (removed gimbal lock issue)
This is really working a lot better now. The navigation is very similar to modo's preview (always keeps Y straight up). Occasionally the camera still rolls and there is no way to get the Y axis vertical again.
I also noticed it gets a bit hard to navigate in large windows (higher resolution) or heavy scenes. Looks like standalone's subsampling might come in useful here

Re: OctaneRender for Modo (Windows) 2.03 [TEST]
Posted: Thu Jul 24, 2014 8:52 am
by face_off
Looks like standalone's subsampling might come in useful here
I will add this in the next release.
Paul
Re: OctaneRender for Modo (Windows) 2.03 [TEST]
Posted: Thu Jul 24, 2014 2:56 pm
by Rafael-Vallaperde
Paul! Thank you, viewport navigation works like a charm here!
Just a headsup for you guys:
http://render.otoy.com/forum/viewtopic. ... 3&start=20
there are issues with sub samplling and network rendering atm.
Cheers!
Re: OctaneRender for Modo (Windows) 2.03 [TEST]
Posted: Thu Jul 24, 2014 4:28 pm
by riggles
face_off wrote:How do i move the camera in the Octane render? couldn't get it to move
Hi Raf - turn ON Viewport Navigation (the pick button with the camera on it) - then use the Modo move controls (Alt drag = rotate, Shift-Alt drag = pan, Ctrl-Alt drag = zoom).
Paul
Can viewport navigation respect MODO's
Mouse Input Presets? I have mine set to Maya (Navigation Only) which uses Alt+left/right/middle click for pan/zoom/orbit.
Re: OctaneRender for Modo (Windows) 2.03 [TEST]
Posted: Fri Jul 25, 2014 7:30 am
by face_off
Can viewport navigation respect MODO's Mouse Input Presets? I have mine set to Maya (Navigation Only) which uses Alt+left/right/middle click for pan/zoom/orbit.
Hi John I'm not really sure how this could be done - since it is not possible to query the Modo API for the current navigation keys.
Paul
Re: OctaneRender for Modo (Windows) 2.03 [TEST]
Posted: Fri Jul 25, 2014 11:14 pm
by matrix2012
Please Linux version
