Nodal shading not working?

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

Moderator: face_off

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studio3lhd
Licensed Customer
Posts: 24
Joined: Thu Oct 10, 2013 1:19 pm

I have a need for multiple materials to behave the same way (regarding specular fresnel, roughness etc.) . I've constructed a simple workspace that does just that... Except it doesn't! :)
nodal.JPG
The Octane viewport ignores my constant node and simply applies the color that was specified earlier. However if I disconnect the "constant" node and change the diffuse color, Octane viewport responds instantly as expected.
Am I doing something wrong or is nodal shading still not supported?
The color doesn't change even if I do a viewport refresh, also, there are no Octane overrides on any of these materials. The latest plugin (2.23 something), modo 901.


thanks,
Jan
Octane for Modo (v 2.22.2.68), Modo (801 sp4);
2 x TITAN Black,
I7, 32GB RAM.
studio3lhd
Licensed Customer
Posts: 24
Joined: Thu Oct 10, 2013 1:19 pm

temporary workaround..
tst_update.JPG
Octane for Modo (v 2.22.2.68), Modo (801 sp4);
2 x TITAN Black,
I7, 32GB RAM.
studio3lhd
Licensed Customer
Posts: 24
Joined: Thu Oct 10, 2013 1:19 pm

Inspite my"clever" workaround ,it doesn't work with stuff defined by percentages and floats, only the rgb color. So, for example, I can override the specular color for multiple materials, but can't overide the specular fresnel.

I'm a shader tree noob, so I could be missing sth. But looking forward to a time when Modo and Octane will be fully integrated (hopefully..).

J
Octane for Modo (v 2.22.2.68), Modo (801 sp4);
2 x TITAN Black,
I7, 32GB RAM.
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face_off
Octane Plugin Developer
Posts: 15696
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Modo Material Nodes are not currently supported.

However there are some neat ways around this. A simple solution is the following workflow...

Start Modo
Add a Cube, assign the "cube 1" material to it, add an Octane Override to "cube 2", add a checks node to the diffuse pin and set the checks scale to .3.
Add another Cube, assign the "cube 2" material to it, add an Octane Override to "cube 2".

Now, go to the Groups tab, find the Octane Glossy Material node from "cube 1 Nodes" and drag it into the schematic for the "cube 2" Material.

Now changing the scale of the Check node (or any pin n the Glossy node) will adjust both the "cube 1" and "cube 2" checks effect, since they both share the same material.

Paul
Attachments
modo sharing materials.png
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