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

Posted: Sat Jan 24, 2015 11:09 pm
by raybender
Paul,

is there a chance you get referenced meshes to render without setting them to load cage in the future? octane subdivision seems to ignore the modo edge weighting, which makes it impossible to use most of my models.

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

Posted: Sun Jan 25, 2015 3:33 am
by face_off
is there a chance you get referenced meshes to render without setting them to load cage in the future? octane subdivision seems to ignore the modo edge weighting, which makes it impossible to use most of my models.
I am doing some work on this at the moment - and yes, it may be possible to directly load reference meshes. If possible it will be a couple of months away (since it requires some updates in the API).

Paul

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

Posted: Sun Jan 25, 2015 11:41 am
by raybender
glad to hear that it will be possible in the future! :)

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

Posted: Mon Jan 26, 2015 7:09 pm
by LFedit
Really digging the pano camera, as we are getting into that more and more. Saves me a lot of time from bringing it into the standalone.

I am having problems copying and pasting materials though for some reason.

I just opened 2 scenes with a cube. Went to scene one and grabbed a cloth of the live db. Applied it. Then copied it. I then went to scene to, added a material, added a override and pasted it. It pastes all the nodes and everything looks right. But its not applying in the viewport. I tried refreshing and reopening and everything. The cube will change a shade of color, but won't display anything else. Kind of weird though because like I said, the nodes and everything are there. Maybe I am missing a step?

I even tried creating another material and dragging the pasted one to that. And it does the same thing, just changes the shade of the texture and doesn't apply any maps or anything.

These are some great updates though, a lot easier than creating presets then loading them in. Which isn't too difficult in itself..

Thanks paul

EDIT: ----------------------

I figured out what it is doing wrong and maybe you are aware of this. Here is what is happening

When I load the live db texture it is using the live db path (in my instance) "liveDb:\FabricPlain0045_4_S.png" then when I copy and paste the material to the second scene, it is trying to load the image maps in with "liveDb:C:\Users\TitanBlack\Desktop\3D\LIVEDB\FabricPlain0045_4_S.png". So I just have to go to the pasted material and all the image maps and delete the "liveDb:" and it will load them correctly. OR I can go to the first scene with the Live db texture and copy the "liveDb:\FabricPlain0045_4_S.png" and replace the "liveDb:C:\Users\TitanBlack\Desktop\3D\LIVEDB\FabricPlain0045_4_S.png" with the original "liveDb:\FabricPlain0045_4_S.png". And it works. Seems like an easy fix, just have it copy over either, or. And not both of them like it is doing.

Or am i the only one having this problem?

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

Posted: Mon Jan 26, 2015 9:27 pm
by face_off
When I load the live db texture it is using the live db path (in my instance) "liveDb:\FabricPlain0045_4_S.png" then when I copy and paste the material to the second scene, it is trying to load the image maps in with "liveDb:C:\Users\TitanBlack\Desktop\3D\LIVEDB\FabricPlain0045_4_S.png". So I just have to go to the pasted material and all the image maps and delete the "liveDb:" and it will load them correctly. OR I can go to the first scene with the Live db texture and copy the "liveDb:\FabricPlain0045_4_S.png" and replace the "liveDb:C:\Users\TitanBlack\Desktop\3D\LIVEDB\FabricPlain0045_4_S.png" with the original "liveDb:\FabricPlain0045_4_S.png". And it works. Seems like an easy fix, just have it copy over either, or. And not both of them like it is doing.
This is a plugin bug - which I will fix.

Paul

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

Posted: Tue Jan 27, 2015 4:21 am
by face_off
I have refreshed the installer at the top of this thread with:

2.20.0.52
- Fixed bug where Copy and Paste of materials was not correctly copying filenames for image files

Paul

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

Posted: Tue Jan 27, 2015 7:34 pm
by stoptwo
im just strolling around the forum from time to time, and this time it really got me to say how awsome the support here is, almost interactive, responsive, friendly, always trying hard to find solutions right away...
i am used to the autodesk support and i have the feeling that bug reports or improvement proposals go straight either to spam folder or shredder if you fax it over...
so keep up the good work, its always a pleasure to see a company cares :D

stoptwo out

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

Posted: Tue Jan 27, 2015 7:49 pm
by LFedit
2.20.0.52
- Fixed bug where Copy and Paste of materials was not correctly copying filenames for image files
Works great. Thanks paul!

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

Posted: Fri Jan 30, 2015 3:20 am
by Rafael-Vallaperde
Hi there!

Thank you for the updates Paul :)

Dude, i'm having the following error and as soon as it pops octane stops:

Started logging on 30.01.15 01:05:56

OctaneRender version 2.20 (2200002)

CUDA error 1 on device 1: One or more of the parameters passed were not within an acceptable range of values.
-> failed to bind texture to device memory (data5)
device 1: failed to bind data texture 4 of context 0
CUDA error 1 on device 2: One or more of the parameters passed were not within an acceptable range of values.
-> failed to bind texture to device memory (data5)
device 2: failed to bind data texture 4 of context 0
CUDA error 1 on device 3: One or more of the parameters passed were not within an acceptable range of values.
-> failed to bind texture to device memory (data5)
device 3: failed to bind data texture 4 of context 0
CUDA error 1 on device 1: One or more of the parameters passed were not within an acceptable range of values.
-> failed to bind texture to device memory (data5)
device 1: failed to bind data texture 4 of context 0
CUDA error 1 on device 2: One or more of the parameters passed were not within an acceptable range of values.
-> failed to bind texture to device memory (data5)
device 2: failed to bind data texture 4 of context 0
CUDA error 1 on device 3: One or more of the parameters passed were not within an acceptable range of values.
-> failed to bind texture to device memory (data5)
device 3: failed to bind data texture 4 of context 0


It's driving me nuts.

I'm building a rather complex scene and everything was going alright, then at some point i imported a new model and then things started to get crazy.

When i disable the new mesh it renders fine.
when i disable other meshes in the scene and leave the imported mesh it renders fine.
i tried to render the new mesh without materials or textures, it won't render.

Any clue?

the way i imported the model was through file>import> and then i imported a LXO scene containing only the damned mesh and it's materials. Maybe the problem lies there?

Maybe it's generating some redundancy having two meshes sharing something? don't know...

Cheers

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

Posted: Fri Jan 30, 2015 3:49 am
by face_off
Raf - would it be possible to send me the scene pls? Then I can take a closer look.

Paul