Modo 801 SP4 Render Cache API support

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

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face_off
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Some users may have noticed the Modo 801 SP4 release notes at http://community.thefoundry.co.uk/suppo ... tails.aspx includes the following:
SDK: Adds the Rendercache API (beta implementation), allowing SDK developers to access the same rendering data as the internal MODO renderer, exposing the geometry cache and shading information.
It will be some time before this is useable of the OctaneRender for Modo plugin, however I though I would post some progress shots here for those interested.

Paul
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face_off
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Example of accessing the Modo Fur Shader geometry using the Moo801Sp4 Render Cache API. Modo on the left, Octane on the right. Works for Strips but not Cyinders.

Paul
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modo801sp4 fur shader dog.png
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LFedit
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Looks like a step in the right direction though. This is exciting news.
Win 10, Threadripper Pro, Dual 3090s
sohara20
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exciting stuff thanks paul.
http://www.sohara.tv
https://vimeo.com/175783849-Octane Uber Shader. Coming soon
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face_off
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Rendering of Proxy items is supported.

Paul
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rendercache proxies.png
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riggles
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Sweet. I'm very happy about fur and proxies.

Question: does the render cache API open up any doors for additional shader tree item support, such as native MODO procedurals, gradient drivers, etc? There's some very handy tools in there that I don't see Octane adding on its own anytime soon. I.e: wanted to create a random output of three fixed colors. Impossible in Octane, easy in MODO.
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face_off
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Question: does the render cache API open up any doors for additional shader tree item support, such as native MODO procedurals, gradient drivers, etc? There's some very handy tools in there that I don't see Octane adding on its own anytime soon. I.e: wanted to create a random output of three fixed colors. Impossible in Octane, easy in MODO.
Shader Support - no. But I think all 3rd party render plugin developers have asked for this, so hopefully it is on TF todo list. Gradient is supported in the next release of the plugin - although you manually set it up.

Paul
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modo gradient node.png
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Rafael-Vallaperde
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This is sweet!!

Gradients! <3
Will hair carry color over? there was a limitation before that needed texture to be projected.

can we texture hair through uv now ?

Cheers!
riggles
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face_off wrote:
Question: does the render cache API open up any doors for additional shader tree item support, such as native MODO procedurals, gradient drivers, etc? There's some very handy tools in there that I don't see Octane adding on its own anytime soon. I.e: wanted to create a random output of three fixed colors. Impossible in Octane, easy in MODO.
Shader Support - no. But I think all 3rd party render plugin developers have asked for this, so hopefully it is on TF todo list. Gradient is supported in the next release of the plugin - although you manually set it up.

Paul
It appears I already have the Gradient 2 node in 2.22, but perhaps you're adding more to it?
Stepped gradient result, not quite stepped
Stepped gradient result, not quite stepped
I think the trouble I'm having in this particular scenario is coming from possibly two things: even when using MODO's "stepped" slope, there's still a slight transition between the colors, and also there's no way to clamp Octane's random color float value output. If it could be clamped to two decimal places, that would translate to whole percentages in the gradient input and would skip over transition areas. Either that or something else completely different is going on, like Octane isn't receiving MODO's input slope type properly.
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It appears I already have the Gradient 2 node in 2.22, but perhaps you're adding more to it?
No - the version put through yesterday in the TEST version is the version I was referring it. There is probably an option for a Gradient 3 node too, which allows up to 10 control points (pins that a texture or rgb color could be plugged into) and 10 position floats. But not sure of people would use it or not.
I think the trouble I'm having in this particular scenario is coming from possibly two things: even when using MODO's "stepped" slope, there's still a slight transition between the colors, and also there's no way to clamp Octane's random color float value output. If it could be clamped to two decimal places, that would translate to whole percentages in the gradient input and would skip over transition areas. Either that or something else completely different is going on, like Octane isn't receiving MODO's input slope type properly.
The Octane gradient node is LINEAR - and the Gradient 2 node samples it every 10 percent (rather than extracted the actual control points from the Modo gradient control). So I don't think it will do exactly what you are trying to achieve.

On-line manual reference: http://render.otoy.com/manuals/Modo/?page_id=1106

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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