Modo 801 SP4 Render Cache API support

Forums: Modo 801 SP4 Render Cache API support
Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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Re: Modo 801 SP4 Render Cache API support

Postby diegomaricato » Sat Apr 18, 2015 2:25 am

diegomaricato Sat Apr 18, 2015 2:25 am
Gradients and Proxies!

Awesome Paul!

Thank you very much!
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Re: Modo 801 SP4 Render Cache API support

Postby face_off » Sat Apr 18, 2015 11:27 pm

face_off Sat Apr 18, 2015 11:27 pm
Riggles - the next release of the plugin will allow stepped gradients, giving you the effect you were after with the random instance colors.

Paul
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2 control points b.png
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Re: Modo 801 SP4 Render Cache API support

Postby riggles » Sun Apr 19, 2015 12:32 am

riggles Sun Apr 19, 2015 12:32 am
face_off wrote:Riggles - the next release of the plugin will allow stepped gradients, giving you the effect you were after with the random instance colors.

Paul

Excellent! Thanks Paul~
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Re: Modo 801 SP4 Render Cache API support

Postby smicha » Sun Apr 19, 2015 8:21 pm

smicha Sun Apr 19, 2015 8:21 pm
Paul,

Could you code this LUA into modo function? This would rock!
viewtopic.php?f=73&t=41388
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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Re: Modo 801 SP4 Render Cache API support

Postby face_off » Sun Apr 19, 2015 11:12 pm

face_off Sun Apr 19, 2015 11:12 pm
Could you code this LUA into modo function? This would rock!
viewtopic.php?f=73&t=41388
Hi Smicha. There are a few options for implementing this sort of functionality. Firstly, A new node could be added which points to an LUA file to run as a Scripted Node. However in that case you would need to covert Marcus's LUA code from a Standalone Script to a Scripted Graph (potentially not trivial for that script). The other option would be to allow a "link" from a Modo Octane Override to a LocalDb material. Then you could create the random texture in Standalone using the current Marcus script, then link to it in the Modo plugin.

Both options would be useful in the plugin, so I will implement them in the next release.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
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Re: Modo 801 SP4 Render Cache API support

Postby face_off » Mon Apr 20, 2015 8:47 am

face_off Mon Apr 20, 2015 8:47 am
Hi Smicha. There are a few options for implementing this sort of functionality. Firstly, A new node could be added which points to an LUA file to run as a Scripted Node. However in that case you would need to covert Marcus's LUA code from a Standalone Script to a Scripted Graph (potentially not trivial for that script). The other option would be to allow a "link" from a Modo Octane Override to a LocalDb material. Then you could create the random texture in Standalone using the current Marcus script, then link to it in the Modo plugin.

Both options would be useful in the plugin, so I will implement them in the next release.
I ended up merging the above two solutions. In a future release there will be a NodeGraph node, where you can copy a node graph node in Octane Standalone, and paste it into an XML String property in the new NodeGraph node. This then directly uses the Octane Standalone NodeGraph nodes - which can be a texture, and material, whatever, and can contain a Scripted Graph. This is the example of using Marcus's Random Texture node graph generate from his LUA script on a Replicator in Modo.

Paul
Attachments
modo nodegraph.png
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
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Pls read before submitting a support question
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Re: Modo 801 SP4 Render Cache API support

Postby smicha » Mon Apr 20, 2015 10:35 am

smicha Mon Apr 20, 2015 10:35 am
Paul,

Thank you! I'll take a look into this.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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