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Luminosity + texture in Modo shader tree crashes octane

Posted: Mon Feb 23, 2015 10:08 am
by marchermitte
Hello!
Not sure if you're aware of it but setting a material as luminous in Modo and adding textures (for instance as luminous or diffuse color) crashes Octane right away.
I spotted another odd thing, if a light emitter is behind a specular surface (a window for instance) , the reflections of the emitter disappears and the emitter shows even if It's set to "hidden to camera". Setting the specular surface to 0 % opacity will restore the reflection and respect the hidden state of the emitter.

Image

Re: Luminosity + texture in Modo shader tree crashes octane

Posted: Mon Feb 23, 2015 11:02 am
by face_off
Not sure if you're aware of it but setting a material as luminous in Modo and adding textures (for instance as luminous or diffuse color) crashes Octane right away.
Hi Marc - I cannot reproduce this error. Can you pls send me a sample scene which produces the crash?
I spotted another odd thing, if a light emitter is behind a specular surface (a window for instance) , the reflections of the emitter disappears and the emitter shows even if It's set to "hidden to camera". Setting the specular surface to 0 % opacity will restore the reflection and respect the hidden state of the emitter.
Not sure I understand this - an emitter will be a Diffuse material - not specular. Did you use the Create Octane Emitter option to create the emitter and emission material?

EDIT: I take it you are referring to the window specular surface...I would have thought setting the opacity to 0 would in effect make it invisible, and therefore stop any reflection from the emitter - however this might be a quirk of Octane. Perhaps post this in the Octane Standalone thread to see if it is the expected behavior.

Paul

Re: Luminosity + texture in Modo shader tree crashes octane

Posted: Tue Feb 24, 2015 3:00 pm
by marchermitte
Nope. The glass stands between the camera and the primitives (you can see the reflections in the second images) It's like looking at the primitives through a window.
When the glass is "hidden" (Opacity= 0% , 1rst image), you see that the emitter is reflected properly in the primitives but also the primitives do reflect the background and each others. When the specular surface is active (the glass in front of the camera, Opacity= 100%, image 2), no reflection is working between the primitives, background and emitter.

Re: Luminosity + texture in Modo shader tree crashes octane

Posted: Tue Feb 24, 2015 11:30 pm
by face_off
Nope. The glass stands between the camera and the primitives (you can see the reflections in the second images) It's like looking at the primitives through a window.
When the glass is "hidden" (Opacity= 0% , 1rst image), you see that the emitter is reflected properly in the primitives but also the primitives do reflect the background and each others. When the specular surface is active (the glass in front of the camera, Opacity= 100%, image 2), no reflection is working between the primitives, background and emitter.
This looks like a general Octane issue. May I suggest saving that scene as ORBX, and posting it to the Octane Standalone 1.21.1 thread, where the Otoy devs can investigate/comment.

And if you can send me a sample Modo scene which crashes due to luminosity, and I will investigate that issue further.

Paul

Re: Luminosity + texture in Modo shader tree crashes octane

Posted: Tue Feb 24, 2015 11:59 pm
by marchermitte
Yes Paul, I'll do both and I will record a short video showing the problem with the Luminosity + texture.
Thank you!