modo fur and use render cache

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

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Re: modo fur and use render cache

Postby TStudio » Tue Nov 21, 2017 1:47 pm

TStudio Tue Nov 21, 2017 1:47 pm
Thank you Paul! I will see if "W Coordinate" will work for my needs now. It is good to know that it will be in modo sooner than later !

Will you be able to add more modo fur features in future Octane versions? Like applying texture over individual strip of poligons using special modo projection "Implicit UV" ? Like in this file:
https://www.dropbox.com/s/r6vro770rtaqfcu/Feathers.zip?dl=0
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Re: modo fur and use render cache

Postby TStudio » Wed Nov 22, 2017 9:51 am

TStudio Wed Nov 22, 2017 9:51 am
Hi Paul.
Here is my result of wcoordinate ... or I`m doing it wrong ?
My modo is 902 (108604) octane Standalone (3,07) Plugin verison (3_7_0_125).

Scen is here for download:
https://www.dropbox.com/s/xp522xba5mr39z6/W%20coordinate%20problem.zip?dl=0
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Wcoordinate.jpg
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Re: modo fur and use render cache

Postby face_off » Sat Nov 25, 2017 11:21 pm

face_off Sat Nov 25, 2017 11:21 pm
Will you be able to add more modo fur features in future Octane versions? Like applying texture over individual strip of poligons using special modo projection "Implicit UV" ? Like in this file:
https://www.dropbox.com/s/r6vro770rtaqf ... s.zip?dl=0
I think this will be difficult to do unless you can get Modo to generate UV's for each individual feather strip. Using the render cache, the plugin picks up the UV's from the render cache, and no feather specific UV's are supplied when Implicit UV is used (Modo is instead providing the "Texture" UV map coordinates.

Paul
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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Re: modo fur and use render cache

Postby TStudio » Sun Nov 26, 2017 11:25 am

TStudio Sun Nov 26, 2017 11:25 am
Thank you for the answer Paul. I will see if this will work in modo.
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