Modo texture replicator support

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Modo texture replicator support

Postby senolite » Mon Nov 19, 2018 2:16 pm

senolite Mon Nov 19, 2018 2:16 pm
Hi,

Is there any way I can use the Modo texture replicator feature with Octane?
I am currently on the latest version of the Octane 3 series.

I am trying to use a particle simulation where the simulation is used in the texture replicator to have a texture in place of every particle throughout an animation.
In Modo native renderer that works perfectly but in Octane, I only see the texture on the plane itself, nothing happening.
If there is an Octane workaround, even if it is using the native renderer, I would be happy with that.

Thanks for any help, currently it forces me to go back to Modo's renderer for this project which was not really why I bought the license.
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Re: Modo texture replicator support

Postby face_off » Tue Nov 20, 2018 4:17 am

face_off Tue Nov 20, 2018 4:17 am
Hi. From your description, I don't think this would be possible to do using an Octane Material. Instead perhaps you could have the particle generator control to position of a bunch of planes, which have the texture applied to them.

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Re: Modo texture replicator support

Postby Hesekiel2517 » Tue Nov 20, 2018 5:17 pm

Hesekiel2517 Tue Nov 20, 2018 5:17 pm
Would it be possible to create a osl Texture which uses point data to project images?
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Re: Modo texture replicator support

Postby senolite » Tue Nov 20, 2018 5:55 pm

senolite Tue Nov 20, 2018 5:55 pm
I think both solutions sound viable however I have a lack of knowledge on OSL.
Created the solution Paul mentioned at it actually provides more flexibility as it allows for a material to be used instead of an image. Thanks for thinking with me!!
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Re: Modo texture replicator support

Postby Hesekiel2517 » Tue Nov 05, 2019 8:10 am

Hesekiel2517 Tue Nov 05, 2019 8:10 am
Are there any news about this or new ideas how to implement this functions?
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Re: Modo texture replicator support

Postby funk » Wed Nov 06, 2019 4:39 pm

funk Wed Nov 06, 2019 4:39 pm
I'm guessing you can probably do something like this with OSL, but its a bit too advanced for me.

You can search for "texture bombing" or "chaos mosaic" to see if anyone has written something like this already.

I found a couple of links that may be a good start:
https://blog.michelanders.nl/2014/12/ch ... sl_29.html
https://blendersushi.blogspot.com/2013/ ... t-one.html
https://github.com/ADN-DevTech/3dsMax-O ... NoTile.osl
https://github.com/ADN-DevTech/3dsMax-O ... Bitmap.osl
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Re: Modo texture replicator support

Postby funk » Wed Nov 06, 2019 4:58 pm

funk Wed Nov 06, 2019 4:58 pm
Actually I just found this on the OTOY forum too. I havent tried it:

viewtopic.php?f=27&t=65762
viewtopic.php?f=9&t=64576
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Re: Modo texture replicator support

Postby Hesekiel2517 » Thu Nov 07, 2019 11:06 am

Hesekiel2517 Thu Nov 07, 2019 11:06 am
Thanks funk! That is indeed pretty close. I can't achieve a completly seamless Texture but almost. Also it doesnt work as an imageink. With the texture replicator it it possible to use a particle source to paint textures on a surface. Is it possible to get this particle data into octane osl?
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Re: Modo texture replicator support

Postby Hesekiel2517 » Thu Nov 07, 2019 2:46 pm

Hesekiel2517 Thu Nov 07, 2019 2:46 pm
Ok i spent the whole day to figure this out and i think i'm on the right track
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Re: Modo texture replicator support

Postby funk » Thu Nov 07, 2019 6:22 pm

funk Thu Nov 07, 2019 6:22 pm
Hesekiel2517 wrote:With the texture replicator it it possible to use a particle source to paint textures on a surface. Is it possible to get this particle data into octane osl?


I thought about this too. I don't think it's possible, but the OSL docs have details on accessing instance IDs (See "hit:instance-id" at https://docs.otoy.com/osl/extras/ ).

So there may be some creative way to use the particles via a replicator (which converts to instance IDs in an Octane scatter node).

This is all way beyond my skill level though :)
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