Hi Paul, any news?face_off wrote:Hi - I am unable to get the Modo15 SDK to compile with the Octane plugin due to the upgrade to Qt5 that happened with Modo15. I have been emailing Foundry about it. Hopefully they come up with a solution soon.JoGo23 wrote:Hi Paul, Octane X PR11 is out but still no plugin for Modo. PR8 works well in Modo 14 but I'm eager to play with Modo 15
Paul
OctaneRender 2020 for Modo [OBSOLETE]
Moderator: face_off
I have been able to do a STUDIO build, but the ENTERPRISE version is still not working. So if you have a STUDIO license, I can send you an installer.JoGo23 wrote:Hi Paul, any news?face_off wrote:Hi - I am unable to get the Modo15 SDK to compile with the Octane plugin due to the upgrade to Qt5 that happened with Modo15. I have been emailing Foundry about it. Hopefully they come up with a solution soon.JoGo23 wrote:Hi Paul, Octane X PR11 is out but still no plugin for Modo. PR8 works well in Modo 14 but I'm eager to play with Modo 15
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
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
i just noticed that there are some duplicated buttons in the UI
Foundry broke form command filters in 15.0v3, so buttons are appearing that should be hiddenHesekiel2517 wrote:i just noticed that there are some duplicated buttons in the UI
https://community.foundry.com/discuss/t ... 34#1221534
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
I have posted an EXPERIMENTAL test release of the Octane 2021.1 version of the plugin at viewtopic.php?f=34&t=77891&p=401672#p401672. Unless there are critical features released in future Octane 2020.2 releases, I am not planning another build of the Octane 2020.2 version of the plugin.
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
- evan.musin
- Posts: 6
- Joined: Tue Apr 06, 2021 6:23 pm
MODO 15.0v3
OctaneRender Enterprise 2020.2.3 (10021500)
Windows 10 Pro for Workstations build 19041.1052
128GB of RAM
Nvidia GeForce RTX 2080 Ti
Nvidia Studio Driver 462.59
Hello! Got a couple questions,
1. Maybe I'm using it wrong, but I cannot get vertex maps to work correctly when using nested dielectrics. When it's unchecked the vertex maps work correctly. We work on a lot of bottles and I was trying to fake the liquid color by mixing separate colors mapped to the bottom and middle of the liquid using a greyscale vertex map and a mix material to get sort of a gradient effect. When nested dielectrics is checked, it only uses one of the colors being mixed, the other is ignored. When nested dielectrics is off the gradient shows up just fine. Any ideas?
2. Does anyone else have issues with displacements working correctly? Again, working a bottles a lot, we use a lot of displacement maps to create emboss effects on the outer thickness of glass. We were using displacement maps as 8bit TIFFs with 50% grey as the mid level (set to 0.5 in the texture displacement node) and then embossing or debossing with white and black respectfully. This did not work a good 95% of the time and would still move the mid-level polygons and create tons of render issues.
I saw a post from a while back that mentioned to try 32bit EXR files as displacements and try to make your UVs as large as possible in the tile. I've been doing this for the past month or so, but it still only works maybe 10% of the time, it's VERY hit or miss. Is there some proper technique I'm missing to get displacement embosses/debosses to work correctly? Maybe it's just MODO? I've never had luck with MODO displacements (not Octane) working either. It doesn't seem to matter if the background is 50% grey, it will still move the mid-level a bit anyway. What can I do to hold that mid-level value, it absolutely NEEDS to stay in the same spot to work with glass bottles as the glass thickness is so close together.
Also, why on earth does the size of the UVs that are in the 50% gray area of a displacement matter? Shouldn't 50% grey mean "don't move" no matter how big the UVs are in it? This has been tested in Cinema4D as well and works fine in that software.
Any help would be greatly appreciated! Thanks in advance
OctaneRender Enterprise 2020.2.3 (10021500)
Windows 10 Pro for Workstations build 19041.1052
128GB of RAM
Nvidia GeForce RTX 2080 Ti
Nvidia Studio Driver 462.59
Hello! Got a couple questions,
1. Maybe I'm using it wrong, but I cannot get vertex maps to work correctly when using nested dielectrics. When it's unchecked the vertex maps work correctly. We work on a lot of bottles and I was trying to fake the liquid color by mixing separate colors mapped to the bottom and middle of the liquid using a greyscale vertex map and a mix material to get sort of a gradient effect. When nested dielectrics is checked, it only uses one of the colors being mixed, the other is ignored. When nested dielectrics is off the gradient shows up just fine. Any ideas?
2. Does anyone else have issues with displacements working correctly? Again, working a bottles a lot, we use a lot of displacement maps to create emboss effects on the outer thickness of glass. We were using displacement maps as 8bit TIFFs with 50% grey as the mid level (set to 0.5 in the texture displacement node) and then embossing or debossing with white and black respectfully. This did not work a good 95% of the time and would still move the mid-level polygons and create tons of render issues.
I saw a post from a while back that mentioned to try 32bit EXR files as displacements and try to make your UVs as large as possible in the tile. I've been doing this for the past month or so, but it still only works maybe 10% of the time, it's VERY hit or miss. Is there some proper technique I'm missing to get displacement embosses/debosses to work correctly? Maybe it's just MODO? I've never had luck with MODO displacements (not Octane) working either. It doesn't seem to matter if the background is 50% grey, it will still move the mid-level a bit anyway. What can I do to hold that mid-level value, it absolutely NEEDS to stay in the same spot to work with glass bottles as the glass thickness is so close together.
Also, why on earth does the size of the UVs that are in the 50% gray area of a displacement matter? Shouldn't 50% grey mean "don't move" no matter how big the UVs are in it? This has been tested in Cinema4D as well and works fine in that software.
Any help would be greatly appreciated! Thanks in advance
Hi - these appear to be general Octane questions. May I suggest posting them in the Octane Standalone 2020.2.3 release thread, and include an ORBX which illustrates the issues, and the OTOY support techs can then response.evan.musin wrote:MODO 15.0v3
OctaneRender Enterprise 2020.2.3 (10021500)
Windows 10 Pro for Workstations build 19041.1052
128GB of RAM
Nvidia GeForce RTX 2080 Ti
Nvidia Studio Driver 462.59
Hello! Got a couple questions,
1. Maybe I'm using it wrong, but I cannot get vertex maps to work correctly when using nested dielectrics. When it's unchecked the vertex maps work correctly. We work on a lot of bottles and I was trying to fake the liquid color by mixing separate colors mapped to the bottom and middle of the liquid using a greyscale vertex map and a mix material to get sort of a gradient effect. When nested dielectrics is checked, it only uses one of the colors being mixed, the other is ignored. When nested dielectrics is off the gradient shows up just fine. Any ideas?
2. Does anyone else have issues with displacements working correctly? Again, working a bottles a lot, we use a lot of displacement maps to create emboss effects on the outer thickness of glass. We were using displacement maps as 8bit TIFFs with 50% grey as the mid level (set to 0.5 in the texture displacement node) and then embossing or debossing with white and black respectfully. This did not work a good 95% of the time and would still move the mid-level polygons and create tons of render issues.
I saw a post from a while back that mentioned to try 32bit EXR files as displacements and try to make your UVs as large as possible in the tile. I've been doing this for the past month or so, but it still only works maybe 10% of the time, it's VERY hit or miss. Is there some proper technique I'm missing to get displacement embosses/debosses to work correctly? Maybe it's just MODO? I've never had luck with MODO displacements (not Octane) working either. It doesn't seem to matter if the background is 50% grey, it will still move the mid-level a bit anyway. What can I do to hold that mid-level value, it absolutely NEEDS to stay in the same spot to work with glass bottles as the glass thickness is so close together.
Also, why on earth does the size of the UVs that are in the 50% gray area of a displacement matter? Shouldn't 50% grey mean "don't move" no matter how big the UVs are in it? This has been tested in Cinema4D as well and works fine in that software.
Any help would be greatly appreciated! Thanks in advance
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
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
Hey Paul,
Modo 15 won't start anymore, if the Plugin (V171) is active. I already deleted config files, and reinstalled the plugin. Is there a quick fix to this?
Edit V172 does work, but as it's a beta i would prefer to work with 171
Modo 15 won't start anymore, if the Plugin (V171) is active. I already deleted config files, and reinstalled the plugin. Is there a quick fix to this?
Edit V172 does work, but as it's a beta i would prefer to work with 171