The exporter script is coming very soon!
I thought it would be a good idea to collect some tips and trix, to make the modo to octane experience, the best it could be.
-Never use [space] in a file name or folder. (All search paths to textures should be free from [spaces])
-Never use [space] in a shader tree mask, polygon tag, item mask, etc.
-Never use [space] in the names for the mesh items in the item list.
-Never use non english characters like å, ä, ö.
This will benefits you at all times, not just when using Octane.
cheers
ps. if you got some tipd and trix, please continue the list!
modo > Octane / Tips & Trix
Moderator: face_off
Fredrik Stenson
http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
Great to hear!
Will this be a beta or a full release right away?
Thnx for the tips and tricks
Will this be a beta or a full release right away?
Thnx for the tips and tricks

Win7 Pro x64, Phenon II 940, 8 GB, Geforce 470 - Modo, Zbrush
-If you're going to use image textures, ALL polygons in your scene needs to be in one UV map.
Fredrik Stenson
http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
- El Burritoh
- Posts: 55
- Joined: Fri Jun 11, 2010 12:30 am
- Location: Tennessee
- Contact:
Do you really mean all polys in the entire scene, even across multiple mesh items, or do you mean one UV per mesh? I know that OBJs out of modo can contain multiple mesh items with one UV map each. I usually do this and set parts as well just to make sure modo exports the layered OBJ correctly...stenson wrote:-If you're going to use image textures, ALL polygons in your scene needs to be in one UV map.
If it's all polys in the scene, then it means that textures that use images maps must all be in the same mesh item...
-It's only the materials that's setup using the material-polygon-tag that will cary over to octane.
Fredrik Stenson
http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
- El Burritoh
- Posts: 55
- Joined: Fri Jun 11, 2010 12:30 am
- Location: Tennessee
- Contact:
I see. Thanks! (ignore that second question in my PM then)
El Burritoh wrote:Do you really mean all polys in the entire scene, even across multiple mesh items, or do you mean one UV per mesh? I know that OBJs out of modo can contain multiple mesh items with one UV map each. I usually do this and set parts as well just to make sure modo exports the layered OBJ correctly...stenson wrote:-If you're going to use image textures, ALL polygons in your scene needs to be in one UV map.
If it's all polys in the scene, then it means that textures that use images maps must all be in the same mesh item...
ALL polygons in the entire scene should be in ONE UV-map. The obj format only supports one single UV-map.
No you can have as many mesh items as you like, they can all be in the same UV, uv-maps are not item specific, they exist for all items at any time.
ie. you can have as many textures you like, all in different mesh items they just needs to be in the ONE sam UV.
Fredrik Stenson
http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
http://www.stenson.tv
modo resource @
http://www.modo.stenson.tv
- El Burritoh
- Posts: 55
- Joined: Fri Jun 11, 2010 12:30 am
- Location: Tennessee
- Contact:
Ah! I see what you mean.
Technically, they are different UV maps, but they have the same name. No? So maybe this is a way of tricking the OBJ format...
Technically, they are different UV maps, but they have the same name. No? So maybe this is a way of tricking the OBJ format...
- Blugenwitz
- Posts: 4
- Joined: Fri May 28, 2010 11:13 pm
-If you're going to use image textures, ALL polygons in your scene needs to be in one UV map.
It is a small hook here. Even when some objects are NOT textured, they STILL need to be UVed (on the same map).
It's for people who (like me) UV only when it is necessary. All My UV's were on the same UV map. Problem was because not EVERYTHING was UVied.
I know, that it is written here, but I think it is not clear enough.
(I hope somebody with better english knowledge will write this bit clearer)
after a while: Or MAYBE I should focus better when I read.
.
It is a small hook here. Even when some objects are NOT textured, they STILL need to be UVed (on the same map).
It's for people who (like me) UV only when it is necessary. All My UV's were on the same UV map. Problem was because not EVERYTHING was UVied.
I know, that it is written here, but I think it is not clear enough.
(I hope somebody with better english knowledge will write this bit clearer)
after a while: Or MAYBE I should focus better when I read.
