Search found 1111 matches
- Mon Apr 27, 2026 1:35 pm
- Forum: Foundry Modo
- Topic: Variation texture @ component level
- Replies: 13
- Views: 5300
Re: Variation texture @ component level
How would I apply this to vary the hue of a texture on leaves? I don't want to simply tint the texture. I have setup the weight maps and this works but I am not sure how I can feed that into hue adjustment of a Jittered Colour Correction node as the pins expect a float value not a texture. Perhaps ...
- Sat Jun 29, 2024 8:34 pm
- Forum: Foundry Modo
- Topic: OctaneRender 2023 for Modo [OBSOLETE]
- Replies: 57
- Views: 85449
Re: OctaneRender 2023 for Modo [TEST and STABLE]
Paul, the 2023.1.3.200 release notes are wrong about the octane.exportFrame useOldExporter option ("octane.exportFrame" doesn't exist).
The actual command is
The actual command is
Code: Select all
octane.saveFrame useOldExporter:true- Mon Jan 08, 2024 1:12 pm
- Forum: Foundry Modo
- Topic: aov's in 2023 - imager settings
- Replies: 2
- Views: 11989
Re: aov's in 2023 - imager settings
I replied on slack, but posting it here too:
The new output AOVs don't go through the imager anymore. You have to rebuild your effects with the newly available nodes. While they aren't exactly the same, you can get something pretty close once you learn how. It's also WAY more flexible. eg. you can ...
The new output AOVs don't go through the imager anymore. You have to rebuild your effects with the newly available nodes. While they aren't exactly the same, you can get something pretty close once you learn how. It's also WAY more flexible. eg. you can ...
- Fri Dec 22, 2023 7:12 pm
- Forum: Foundry Modo
- Topic: Motion blur with replactors
- Replies: 6
- Views: 15601
Re: Motion blur with replactors
As far as I know, motion blur won't work if the particle count is different in each frame.
IMPORTANT: motion blur on Replicators only works if there are the same number of Point Source transforms each frame
The alternative instructions only seem to allow you to see the replicas (without motion ...
IMPORTANT: motion blur on Replicators only works if there are the same number of Point Source transforms each frame
The alternative instructions only seem to allow you to see the replicas (without motion ...
- Thu Dec 21, 2023 7:51 pm
- Forum: Foundry Modo
- Topic: Motion blur with deformers
- Replies: 7
- Views: 14825
Re: Motion blur with deformers
I also found a way to make it work in modo, although I'm not sure if it's correct
Add a modo motion vector render output (add layer > render outputs > basic > motion vector) and restart the render.
This seems to help the render cache produce correct motion vectors (?)
It also exports the ORBX ...
Add a modo motion vector render output (add layer > render outputs > basic > motion vector) and restart the render.
This seems to help the render cache produce correct motion vectors (?)
It also exports the ORBX ...
- Thu Dec 21, 2023 7:30 pm
- Forum: Foundry Modo
- Topic: Motion blur with deformers
- Replies: 7
- Views: 14825
Re: Motion blur with deformers
UPDATE: There is more to this. I restarted modo, loaded the scene and went straight to an export. This second ORBX is NOT showing motionblur (on the middle mesh) in standalone.
If I DISABLE "use modo render cache", then export, it works though. So I may have changed settings, or there is some ...
If I DISABLE "use modo render cache", then export, it works though. So I may have changed settings, or there is some ...
- Thu Dec 21, 2023 7:15 pm
- Forum: Foundry Modo
- Topic: Motion blur with deformers
- Replies: 7
- Views: 14825
Re: Motion blur with deformers
Motion blur is not working in Standalone on an exported ORBX from this scene either, so something is amiss. I am away for the Christmas break, so will need to look at this next week.
Paul
Standalone 2023.1.1 is showing motion blur here. Here's a screenshot and the ORBX.
NOTE: I'm using modo 16 ...
Paul
Standalone 2023.1.1 is showing motion blur here. Here's a screenshot and the ORBX.
NOTE: I'm using modo 16 ...
- Sun Dec 17, 2023 4:53 pm
- Forum: Foundry Modo
- Topic: Color Spaces for EXRs do not work as expected
- Replies: 6
- Views: 10490
Re: Color Spaces for EXRs do not work as expected
@funk - as to your Fusion setup:
When reading in the image with the OCIO node and transforming it to sRGB that means that you then also have sRGB as your working color space - meaning that Fusion will apply all it's operations on data in that color space, which I think is not ideal. If you do that ...
- Sun Dec 17, 2023 12:33 pm
- Forum: Foundry Modo
- Topic: Color Spaces for EXRs do not work as expected
- Replies: 6
- Views: 10490
Re: Color Spaces for EXRs do not work as expected
I need to add a note here about saving PNGs with Octane. I only noticed this while testing the 2 different ways you can use ACES in Octane.
If you are using an ACES OCIO config with imager > OCIO view = "ACES: sRGB", you need to select color space = "Output - sRGB" when saving to PNG.
Selecting ...
If you are using an ACES OCIO config with imager > OCIO view = "ACES: sRGB", you need to select color space = "Output - sRGB" when saving to PNG.
Selecting ...
- Sun Dec 17, 2023 11:39 am
- Forum: Foundry Modo
- Topic: Color Spaces for EXRs do not work as expected
- Replies: 6
- Views: 10490
Re: Color Spaces for EXRs do not work as expected
I don't use Nuke, but tested this in fusion and it looks correct with a simple textured area light.
In this fusion comparison, I'm using no view LUT.
Left = modo viewport, Octane plugin 2023.1.1.196 (using imager > ACES tone mapping)
Right, Top left = EXR16 (saved as ACEScg). Piped through an OCIO ...
In this fusion comparison, I'm using no view LUT.
Left = modo viewport, Octane plugin 2023.1.1.196 (using imager > ACES tone mapping)
Right, Top left = EXR16 (saved as ACEScg). Piped through an OCIO ...