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modo > Octane / Export Script v1.02
Posted: Thu Jul 15, 2010 5:28 pm
by stenson
New version up.
Features added:
-warning system for spaces in paths (no warning for textures)
-fetch aperture and focal depth from modo camera, also working for animation
-normalized vectors function (the vector was normalized before in 1.01 as well but now thru a new function)
-better error outputting (to the event log) for bugging purposes
Bug fixes:
-spelling in the menu
-in the export configuration tab: having the aperture or focal depth checked and NOT the camera caused the script to fail
Please try it out as brutal as you can and let me know if the script can handle the pressure.
cheers
Re: modo > Octane / Export Script v1.02
Posted: Thu Jul 15, 2010 7:35 pm
by remon_v
hey I dunno what I'm doing wrong but when I hit the 'render' button in the script octane opens the file but there are no textures applied. It's just 1 single cube with these texture names:
diffuse: cube_dif_4096
bump: cube_bump_4096
spec: cube_spec_4096
item name: cube
also no spaces in the pathnames. the textures are in the same map as the LXO file.
Any clue why the textures are not transfering?
If you want you can have the scene, it's just for testing purpose.
Re: modo > Octane / Export Script v1.02
Posted: Thu Jul 15, 2010 9:26 pm
by stenson
My guess is that your using a item mask, or any other type of mask that's not supported in the obj format.
Try using material polygon tag mask. ie. select the polygons you want to texture, then hit the "m" key name the material and add your texture in the newly created mask.
I'll collect all this small things to keep in mind and include them to a manual that comes with the script.
cheers
Re: modo > Octane / Export Script v1.02
Posted: Thu Jul 15, 2010 9:59 pm
by El Burritoh
There's something else I do as well, and that's to set part names. It seems that if polygon tags and part names are set, OBJs out of modo are much more reliable.
Re: modo > Octane / Export Script v1.02
Posted: Fri Jul 16, 2010 6:39 am
by remon_v
Oke I check and my mask was set to polygon tag.
Anyway I removed everything, tried it again, by selecting in polygon mode, hit m, assign material 'cube.'
This time I only loaded the diffuse color map.
Hit 'render' in the exporter, but still no luck.
I don't get what El Burritoh is suggesting.
Re: modo > Octane / Export Script v1.02
Posted: Fri Jul 16, 2010 9:16 am
by stenson
All polygones in your scene is in ONE UV-map?
Make sure your texture is set to use UV-map.
Delete all other UV-maps.
The thing is that, it can't be that many things, either you have a
space in your path somewhere,
a space in a name in modo,
you don't have all polygon in the same UV,
your texture masks are setup using something else then material p-tag.
(all these things are limitations of the OBJ format, and limitations of how modo / octane interpreters it)
Can you post the full path to textures, also post a copy of your event log inside modo.
If you just save your scene as a obj, then loading it into octane, you'll still have the same problem, right?
Re: modo > Octane / Export Script v1.02
Posted: Fri Jul 16, 2010 10:47 am
by remon_v
I will check this when I get home, but for the last question I can say that the same thing happens when I save it as an OBJ file.
all the other question I did check that, but I will check again tonight.
Also I had a plane with a different UV-map, but I removed it.
So it's just 1 cube, 1 shader, 1 material and 1 UV... but I'll check everything again.
Re: modo > Octane / Export Script v1.02
Posted: Fri Jul 16, 2010 10:49 am
by teknofreek
Just installed the latest ver 1.02.
I can't get past the spaces in paths notification.
Perhaps its important for the obj/mtl file kd reference detail etc, but I have spaces in all my directories etc.. I can't even get over setting the location for the octane binary when there is a space in the subdirectory that is set i'm pretty sure by the actual Octane installer.. Normally I wouldn't change the programmer set stuff.
eg Refractive software --> C:\Program Files\Refractive Software\Octane Render 1.022b x64.
Re: modo > Octane / Export Script v1.02
Posted: Fri Jul 16, 2010 11:29 am
by stenson
teknofreek wrote:Just installed the latest ver 1.02.
I can't get past the spaces in paths notification.
Perhaps its important for the obj/mtl file kd reference detail etc, but I have spaces in all my directories etc.. I can't even get over setting the location for the octane binary when there is a space in the subdirectory that is set i'm pretty sure by the actual Octane installer.. Normally I wouldn't change the programmer set stuff.
eg Refractive software --> C:\Program Files\Refractive Software\Octane Render 1.022b x64.
You CAN have spaces to the octane binary! But that also it. If you read the warning you'll see what the problem is. It can only be 3 things.
1. Space in images sequence path
2. Space in project path
3. Space in project name
I highly recommend not using spaces in you paths, even osx and win are not reading spaces the same.
At this time octane is very sensitive for surrounding paths with quotes, that's needed to be abel to use spaces in paths.
Re: modo > Octane / Export Script v1.02
Posted: Sat Jul 17, 2010 12:08 am
by teknofreek
Thanks!, I did have a space, not in the other paths but in the image sequence path.. I must have tried to render something prior.
I made a specific modoOctane_dump sub directory and all seems fine regards the path checking.
I am still getting an odd behavior when trying the do the render feature of the popup, third tab, export, render (render a single frame). Which I expected to boot octane up and render what was seen in the render preview VP of modo.
It seems to do all the steps but octane keeps crashing "octane has stopped responding" and I see the octane window a "DOS" box and modo in the background. It doesn't seem to get past the splash screen of Octane.
Interestingly the dos box or command box is labelled ..sys32.. which I thought odd for a 64 bit program.
I am running 64 bit for both modo octane and Win7. I'll try to add a screen cap, but it's failed 3 times so far, thought I'd get this message sent first.