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Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Mon Aug 29, 2016 2:39 pm
by Dmi3ryd
MrFurious wrote:Thanks Dmi3ryd what version of Modo are you using?
10.1 v2

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Tue Aug 30, 2016 12:48 am
by face_off
I feel very uncomfortable when the Octane Nodegraph window closes automatically when you press the other area.
I'm sorry, but it is essential that the node graph window is closed when you perform certain Modo commands, and the only way to do that is to force close it when Modo performs any action.
When 'live geometry update' is on and when I want to tick 'load cage' in Octane Mesh -> Modo crashes.
I could not reproduce this error. Does it happen when you load a simple sphere and turn on Load Cage? Do you have Use Modo Render Cache on or off pls?

Thanks

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Tue Aug 30, 2016 6:57 am
by smicha
face_off wrote:
When 'live geometry update' is on and when I want to tick 'load cage' in Octane Mesh -> Modo crashes.
I could not reproduce this error. Does it happen when you load a simple sphere and turn on Load Cage? Do you have Use Modo Render Cache on or off pls?

Thanks

Paul
All settings info is attached. Some additional info - the scene uses displacements. Crash is when sub.div. level is not active - I tried turning on cage with 2nd level for Catmull Clark and cage is working but when pressing TAB to turn off the sub.div. modo crashes. If you need the scene Paul just let me know.

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Tue Aug 30, 2016 7:57 am
by face_off
All settings info is attached. Some additional info - the scene uses displacements. Crash is when sub.div. level is not active - I tried turning on cage with 2nd level for Catmull Clark and cage is working but when pressing TAB to turn off the sub.div. modo crashes. If you need the scene Paul just let me know.
Can you pls send me the scene, together with the exact set of steps to take to get the crash.

Thanks

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Tue Aug 30, 2016 8:01 am
by smicha
Yes. I'll do it today.

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Wed Aug 31, 2016 5:44 am
by face_off
Next version pre-release (windows only).

3.3.3.113 (pre-release)
- Fixed crash when setting the Modo Blur Length to 0
- Fixed issue where of the Modo camera DOF effect is disabled the plugin would not disable dof rendering
- Resolved error where a Volume Medium NodeGraph node was not being connected to the Volume geometry
- Resolve crash caused by "Ghost" Instance items
- Fixed issue where Modo Mesh OCS/ORBX proxies were not loading the Octane material correctly if there was a gradient node in the OCS/ORBX file.
- Fixed issue where enabling Load Cage on a Mesh whilst Octane is rendering may result in a crash

https://render.otoy.com/customerdownloa ... _64bit.exe

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Wed Aug 31, 2016 5:58 am
by smicha
That was too quick Paul this time ;)

:D :o :shock: 8-) :arrow: :mrgreen: :roll: :D :D :D


Thank you!

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Sat Sep 03, 2016 8:08 am
by smicha
Paul,

When I have two lxo files opened and I drag a mesh from one lxo file to another, it is copied well except octane override materials. As a result in the imported shaders there is an empty 'mask006' octane override.

I see warning of how to paste the material but can this be done on the fly?

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Mon Sep 05, 2016 3:30 am
by face_off
When I have two lxo files opened and I drag a mesh from one lxo file to another, it is copied well except octane override materials. As a result in the imported shaders there is an empty 'mask006' octane override.
Yes - that's unfortunately the way Modo works - it does not bring across the schematic items which bring to a Shader Tree item (you can see this also happens with Modo's own Materials, when they have schematic/channel modifiers connected).
I see warning of how to paste the material but can this be done on the fly?
Automatically? I don't think so - TheFoundry would need to fix the above bug first. The plugin auto-converts the current Modo Material to an Octane Material - and it only knows to do this when an Octane Override is parented to the Shader Tree. However parenting can be due to a number of functions other than simply creating an Octane Override - so the plugin can only identify when you /didn't/ simply add an Octane Override via the Add Layer button, and it pops the msg accordingly.

Paul

Re: OctaneRender for Modo 3.03.3 [TEST]

Posted: Mon Sep 05, 2016 6:45 am
by smicha
Paul,

Thank you for extensive answer.