Mix modo and octane workspace node

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

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Flyx
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Joined: Fri May 28, 2010 4:29 pm

I don't know how it works exaclty, but isn't it possible to use the map as some kind of multiplier for the power ? Like black value will result in power x 0 , and white value power x 1, that way it will not be too biaised ?
Does octane accept that kind of that kind of things ?

What i would like is having light like in HDR light studio for exemple, gradient, real light etc... But as i often need to do animation i can't rely only on hdr light studio, i need to be able to move light during the animation, so mapping images on light is the only way

Of course all of this keeping the unbiaised caracter of octane ^^
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face_off
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I don't know how it works exaclty, but isn't it possible to use the map as some kind of multiplier for the power ? Like black value will result in power x 0 , and white value power x 1, that way it will not be too biaised ?
Does octane accept that kind of that kind of things ?

What i would like is having light like in HDR light studio for exemple, gradient, real light etc... But as i often need to do animation i can't rely only on hdr light studio, i need to be able to move light during the animation, so mapping images on light is the only way

Of course all of this keeping the unbiaised caracter of octane ^^
This can certainly be done in Octane (just use the node setup I posted above). However my understanding of your requirement is that you want to sync the Octane emitters exactly with the Modo lights - and at the moment that is not trivial. If you use the Create Octane Emitter for each Modo light you can then edit the Octane emitter material - however that will be independent of any changes you make to the Modo light intensity. I will post a tutorial in a few days showing how you can link Modo material channels to Octane inputs - which may get you closer to what you are trying to achieve.

Paul
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