Moderator: face_off
diegomaricato wrote:Vray for Modo also has sliders, but I think it is and external app.
diegomaricato wrote:the Graph Editor has sliders!
Hi. Yes, I agree that baking is not really viable. Implementing full support for Modo procedural textures requires enhancements to the Modo API (so that plugins can access the procedural bitmap info) - so the more people that request this from TF, the more likely it is to happen. Partial support may be possible by replicating the Modo procedural textures using Octane nodes, but this is not likely to be particularly accurate. Otoy has also announced that Octane 3 will support OSL (open shader language) which is going to open up a great number of possibilities for people to write their own shaders.Just wanted to know if the procedural compatibility from modo is still on the road ?
After a long time away from octane i'm testing the demo on modo and find it very good, but i miss all the possibility of modo's procedurals. Of course you can still bake them but sometimes it's very long...
So are they still on the road map and is the plugin will be able to mix them like they are in the shader tree ( using layerad procedural for example, with opacity etc...) ?
Yes, at the moment you need to do this in an Octane Override. However support for images in more Effect types is on the TODO list for the net release.And just one last thing ^^ it's about a bug but i don't want to create a new thread just for that, when i put a texture to roughness in the shader tree nothing happens in octane, the same texture within an overrride gives good result, but in the shader tree it doesn't work don't know why...tried roughness, specular roughness, well everything with roughness in the name. The same texture show's up when i switch to something like diffuse color
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