Deformations don't render AT ALL in animation (FIXED)

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

Greg
Licensed Customer
Posts: 110
Joined: Wed Jun 30, 2010 8:41 pm

I can't get deformations to render at all in animations. You can get them to render in stills with the preview - but if you try to render an animation all you get is the set up pose frame after frame. Am I missing something?

To test just make a simple sphere....add a bend deformer and try to render an animation.

Even in stills you have to constantly reload the scene to update deformations and camera movement. Is there anyway to force re-load for animation?

Octane 2.0, Modo 801, Plugin 2.0

-Greg
Last edited by Greg on Wed Jun 11, 2014 12:30 am, edited 2 times in total.
CEO Sabertooth Productions
Co-Founder Pixel Fondue
Greg
Licensed Customer
Posts: 110
Joined: Wed Jun 30, 2010 8:41 pm

Huh...so is there any way to render deforming geometry in Octane at all? I can't get the Alembic importer to work (it will try and load a scene but there's no geometry imported...)

EDIT: Well, if I re-save modo's Alembic file in Maya it loads...no camera though. Man, Modo's Alembic sucks.

-Greg
CEO Sabertooth Productions
Co-Founder Pixel Fondue
User avatar
face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Greg - You need to untick Load All Frames Into Octane (Kernel property). http://render.otoy.com/manuals/Modo/?page_id=998
EDIT: Well, if I re-save modo's Alembic file in Maya it loads...no camera though. Man, Modo's Alembic sucks.
As per the manual above, you can use the plugin to export the whole Modo animation as ABC. Don't use Modo's ABC exporter.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Greg
Licensed Customer
Posts: 110
Joined: Wed Jun 30, 2010 8:41 pm

Hi Paul - I had tried both of those, I'll give it another shot. I'm not all that familiar with stand-alone...I'll see if I can find the camera in there.

eidt: ok...looks like I'm getting a morph deform to work...lemme try the others (rtfm...bad me : ) )

-Greg
CEO Sabertooth Productions
Co-Founder Pixel Fondue
User avatar
face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Hi Greg

I have added more detail on Load All Frames Into Octane at http://render.otoy.com/manuals/Modo/?page_id=998. It is probably the area of the plugin which has caught the most people out, so I need to rethink how all this works. At the moment for full vertex motion blur you need to export to Octane Standalone, but in the long-term you will be able to do that inside the Modo plugin.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Greg
Licensed Customer
Posts: 110
Joined: Wed Jun 30, 2010 8:41 pm

Maybe something in the tool-tips or channel name can give people a hint. Can 2.0 do vertex motion blur? I thought it was just object and camera. The object motion blur works well in the plug in.

-G
CEO Sabertooth Productions
Co-Founder Pixel Fondue
User avatar
face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Maybe something in the tool-tips or channel name can give people a hint. Can 2.0 do vertex motion blur? I thought it was just object and camera. The object motion blur works well in the plug in.
There is a tooltip for that property which explains things.

Yes, Octane 2.0 does full vertex motion blur - just export your scene using the procedure in that manual page and load into Octane Standalone. You can use the LUA script to render out the animation. It's also a great way to get the assets from the Modo scene out into ABC format, and you can mix and match them in Standalone. I will be enhancing this you can export different Modo scene elements separately in the future.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Greg
Licensed Customer
Posts: 110
Joined: Wed Jun 30, 2010 8:41 pm

Thanks Paul, I did a test and the geometry and materials came over fine (I couldn't seem to get camera data over but that's probably user error). I noticed that Octane works with replicators and particle systems as long as the particle system is static (a point cloud or pmod) - will it eventually work with particle simulation caches?

Great work btw.

-G
CEO Sabertooth Productions
Co-Founder Pixel Fondue
User avatar
face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Thanks Paul, I did a test and the geometry and materials came over fine (I couldn't seem to get camera data over but that's probably user error).
Are you animating in Modo, or exporting the animation to Octane Standalone. In the later case, I think the plugin is erroneously plugging the ABC node into the camera pin of the render target, so the camera animation is being lost (when the thin lens camera is deleted). I will fix this.
I noticed that Octane works with replicators and particle systems as long as the particle system is static (a point cloud or pmod) - will it eventually work with particle simulation caches?
I'm not sure if the cache is accessible to the Modo plugins via the Modo API. Do you have a sample scene which shows this in action?

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Greg
Licensed Customer
Posts: 110
Joined: Wed Jun 30, 2010 8:41 pm

Hi Paul - yes, I'll post some particle sample scenes for you today. A CSV cache may work...I'll try that today as well.

best,

Greg
CEO Sabertooth Productions
Co-Founder Pixel Fondue
Post Reply

Return to “Foundry Modo”