That is something that Otoy would need to add to Octane rather than a plugin feature. I suggest you post the request in the Octane Standalone 3.03.4 thread, where the Otoy devs will see it.I am sorry, I mixed it up with Fstorm.. It has a noise view (and some other view) to check how it is going..
This is probably a general Octane feature request. However you could merge a wireframe pass with a material id pass to get the same result. Or you could potentially use the technique described at http://poserphysics.blogspot.com.au/2014/12/surface-edge-rendering-with-octane.html to do this.It would be nice to see in future versions support Modo Wireframe Texture with selection sets.
- Add support for some Modo procedural textures (Checks, etc)
Can we expect to see procedural displacements as fast and cool as in C4D plugin?
The load time of the displaced polygons can be slow, so it's not the same speed as the C4D plugin solution.If you turn Preferences->Octane->Use Modo Render Cache ON, and turn Kernel->Settings->Polygon Displacement ON, and turn the Mesh->Octane_Live Geometry Update ON, and open the Viewport, the Modo Render Cache will send the displaced polygons from the Modo Shader Tree procedural displacement to Octane. Refer to the manual for some of the limitations when using the Modo Render Cache.
Yes, I agree. The other way to do it is to write a small script to bake the Modo Displacement Effect shaders to a file, and then use that file as a Displacement image map in Octane. Again - it's not instant, and I've found baking Modo Shader Tree items a bit hit and miss. Ultimately, TheFoundry needs to make the Shared Tree procedural outputs accessible as a bitmap to plugins - so I suggest submitting a feature request to them.Thanks. That method works but I find it way too slow.
Users browsing this forum: maro and 3 guests