Multiple surface generators for one mesh

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

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portnicki
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Hi all (Paul -wink, wink-),

So there is this modo trick to have multiple surface generators on one mesh (in my case I have one for big droplets on a surface and another for the very small ones).

The trick here really is to duplicate the mesh of the 'Point Source', give the new mesh a new material and a second Surface Generator. And finally give that new material a new Shader element, turn off all the visibility options and drag the whole group over the main Shader in the Shader tree.

So the trick is to make an exact duplicate of the mesh and make invisible for the renderer. At least modo's renderer.

It doesn't really work with Octane plugin. I've tried setting the material parameters (both modo and Octane override) to Dissolve, Transparency=100%, Opacity to "0" etc. etc. I tried setting the mesh to "Not render" and in the Octane Mesh to Camera Visibility to "uncheck". Nothing works. Octane sees the duplicated mesh all the time and renders it out with errors.

There is a kind of a workaround - If you give both the meshes the exact same material (not the same material mask!, but the material parameters like color, roughness etc.) the errors don't show. But that duplicated geometry is still there ... and it makes me uncomfortable ;)
It's a hussle when you want to play with the material setting because you need to do it twice every time.
I can not just turn off the second mesh in the Item List because then the Replicas also are turned off :(

anyone?
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face_off
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Can you send me a scene demonstrating this issue pls?

Thanks

Paul
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portnicki
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face_off wrote:Can you send me a scene demonstrating this issue pls?

Thanks

Paul

with pleasure ;)

https://dl.dropboxusercontent.com/u/674 ... t_file.lxo

PS. I made one spehere red and the other green to show the intersecting geo. This wouldn't be visible in Octane if the materials would be set exacly the same.
Modo is rendering fine because of the additional shader trick.

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face_off
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I notice you are using the Modo801 version of the plugin. Do you have Modo901?

Paul
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portnicki
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Hey Paul, unfortunately I do not own 801 or 901. I'm still on 701 SP5.
Is there something specific about that it can not be done i 701?
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createvfxinc
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Hey guys,

I've used this same technique in Modo and am running 901 with the latest version of Octane. I'll duplicate the test over the weekend and will report back!
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portnicki
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Hey guys,
if you can confirm that this is 701's fault I'll upgrade immediately, the project I'm working on is super important to me :|
thanks
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face_off
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ENABLE Live Geometry Update on the two Sphere mesh items, and move the "Material (2)" ABOVE the locked "Flat Drop 01.lxl Item" in the Shader Tree.

Or set the Replicator source to the Sphere and randomise via the X transform/rotation.

I typed out a very long reason for this but the forum eat my post :-(

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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portnicki
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face_off wrote:ENABLE Live Geometry Update on the two Sphere mesh items, and move the "Material (2)" ABOVE the locked "Flat Drop 01.lxl Item" in the Shader Tree.

Or set the Replicator source to the Sphere and randomise via the X transform/rotation.

I typed out a very long reason for this but the forum eat my post :-(

Paul
Dont know why .... but it works! :) TY Paul, you save the day once again.

PS. What's the policy on Octane 3 on modo 701? Will I have to upgrade anyways to use Octane?
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face_off
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PS. What's the policy on Octane 3 on modo 701? Will I have to upgrade anyways to use Octane?
Modo701 will be supported with Octane3. However Modo701 support will drop once Modo1001 (or whatever it is called) is released.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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