OctaneRender 2019 for Modo [OBSOLETE]
Moderator: face_off
Hi Paul, I could not find coat layer. It was removed or maybe bad instalation?
If youre talking about the new material layers, then OTOY removed this during the beta/rc. It never made it to the final release. Instead, a new option was added to the specular layer, called "thin layer"Tharso wrote:Hi Paul, I could not find coat layer. It was removed or maybe bad instalation?
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
funk wrote:If youre talking about the new material layers, then OTOY removed this during the beta/rc. It never made it to the final release. Instead, a new option was added to the specular layer, called "thin layer"Tharso wrote:Hi Paul, I could not find coat layer. It was removed or maybe bad instalation?
Thats it !! Thank you funk !
funk wrote:If youre talking about the new material layers, then OTOY removed this during the beta/rc. It never made it to the final release. Instead, a new option was added to the specular layer, called "thin layer"Tharso wrote:Hi Paul, I could not find coat layer. It was removed or maybe bad instalation?
Sad it dont work with mix material or composite material, it is bugged
It's not meant to be plugged directly into a mix/composite. It's a layer, so can only be plugged into a "Layered material", or into the "Material Layer" channel on an existing material, or a "Layer Group"Tharso wrote:Sad it dont work with mix material or composite material, it is bugged
I have attached an example LXO using a diffuse material, with a specular layer plugged into the "Material Layer" channel. This creates our own custom "glossy" material.
Check out this pixelfondue video:
Also, see the 2019 standalone release thread for some examples: viewtopic.php?f=24&t=72584
There is more info in the standalone docs:
https://docs.otoy.com/StandaloneH_STA/S ... Layers.htm
https://docs.otoy.com/StandaloneH_STA/S ... terial.htm
- Attachments
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- material_layers_diffuse_and_specular.zip
- (47.39 KiB) Downloaded 663 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Hi Funk ! Thanks.. I know that..I know the right connections. But try make your material with mix or composite material and then plug it in the base material in layered material and them specular in layer one. It wont work rightfunk wrote:It's not meant to be plugged directly into a mix/composite. It's a layer, so can only be plugged into a "Layered material", or into the "Material Layer" channel on an existing material, or a "Layer Group"Tharso wrote:Sad it dont work with mix material or composite material, it is bugged
I have attached an example LXO using a diffuse material, with a specular layer plugged into the "Material Layer" channel. This creates our own custom "glossy" material.
Check out this pixelfondue video:
Also, see the 2019 standalone release thread for some examples: viewtopic.php?f=24&t=72584
There is more info in the standalone docs:
https://docs.otoy.com/StandaloneH_STA/S ... Layers.htm
https://docs.otoy.com/StandaloneH_STA/S ... terial.htm
I havent run into this yet, but please post an example orbx to the standalone thread so OTOY can fix the bug
EDIT: I have done a few tests and managed to reproduce the bug here as well. Its definitely an Octane core bug (not a plugin bug)
I posted the bug here: viewtopic.php?p=374501#p374501
EDIT: I have done a few tests and managed to reproduce the bug here as well. Its definitely an Octane core bug (not a plugin bug)
I posted the bug here: viewtopic.php?p=374501#p374501
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Thank you Funk for your help !!funk wrote:I havent run into this yet, but please post an example orbx to the standalone thread so OTOY can fix the bug
EDIT: I have done a few tests and managed to reproduce the bug here as well. Its definitely an Octane core bug (not a plugin bug)
I posted the bug here: viewtopic.php?p=374501#p374501
I have posted a test build of the Octane2020.1 version of the plugin at viewtopic.php?f=34&t=73539
Thanks
Paul
Thanks
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
face_off wrote:I have updated the installers at the top of this thread with:
2019.1.4.154
- Compiled with Octane 2019.1.4
- The Particle Id of the source mesh of an instance now has it's Particle Id loaded into the Octane Scatter node.
- Added limits (0.0 to 30.0m) to the Mesh item Curve Radius so stop an Octane crash
- Fixed issue where Enum and Greyscale Color input nodes were not being created for OSL Textures
- The "Save Render" button now allows the Alt key to be pressed in order to save all render passes (incl the Beauty pass) as discrete files
- Added the Volume Gradient and Volume Medium nodes from Octane Standalone, and Medium nodes can now be plugged into Octane Overrides in order to more easily setup the Octane material for Volumes
- Added support for material picking of Volumes
- EXPERIMENTAL: Added the octane.importLiveDb which uses the Octane Standalone LiveDb window to select and load materials as Octane Overrides. Importing LocalDb and LiveDb materials with Octane Gradient nodes is not currently working correctly.
Thanks
Paul
Hi Paul,
We installed this version and are having issues with the "save all renderpasses" command.
When saving as 8bit/16bit PNG, the files are corrupted. Any idea what´s the problem here?
Saving single png´s is working though.
Best
Lucas