Modo Plugin Roadmap

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

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Re: Modo Plugin Roadmap

Postby haffy » Wed Sep 07, 2016 7:07 am

haffy Wed Sep 07, 2016 7:07 am
I am sorry, I mixed it up with Fstorm.. It has a noise view (and some other view) to check how it is going..
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Re: Modo Plugin Roadmap

Postby face_off » Wed Sep 07, 2016 8:44 am

face_off Wed Sep 07, 2016 8:44 am
I am sorry, I mixed it up with Fstorm.. It has a noise view (and some other view) to check how it is going..
That is something that Otoy would need to add to Octane rather than a plugin feature. I suggest you post the request in the Octane Standalone 3.03.4 thread, where the Otoy devs will see it.

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Re: Modo Plugin Roadmap

Postby haffy » Wed Sep 07, 2016 11:29 am

haffy Wed Sep 07, 2016 11:29 am
Ok, will do that.
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Re: Modo Plugin Roadmap

Postby Dmi3ryd » Thu Sep 08, 2016 2:20 pm

Dmi3ryd Thu Sep 08, 2016 2:20 pm
It would be nice to see in future versions support Modo Wireframe Texture with selection sets.
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Re: Modo Plugin Roadmap

Postby face_off » Fri Sep 09, 2016 1:06 am

face_off Fri Sep 09, 2016 1:06 am
It would be nice to see in future versions support Modo Wireframe Texture with selection sets.
This is probably a general Octane feature request. However you could merge a wireframe pass with a material id pass to get the same result. Or you could potentially use the technique described at http://poserphysics.blogspot.com.au/2014/12/surface-edge-rendering-with-octane.html to do this.

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Re: Modo Plugin Roadmap

Postby jerzer » Wed Sep 21, 2016 11:02 am

jerzer Wed Sep 21, 2016 11:02 am
Hi there. My first post! :)

- Add support for some Modo procedural textures (Checks, etc)


This would be totally awesome. Can we expect to see procedural displacements as fast and cool as in C4D plugin? Please, please, pleeeeeasee :mrgreen: :lol:

Thanks for the great work!!
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Re: Modo Plugin Roadmap

Postby face_off » Thu Sep 22, 2016 10:58 am

face_off Thu Sep 22, 2016 10:58 am
Can we expect to see procedural displacements as fast and cool as in C4D plugin?

Hi - this question was asked on my youtube channel recently. My response was....

If you turn Preferences->Octane->Use Modo Render Cache ON, and turn Kernel->Settings->Polygon Displacement ON, and turn the Mesh->Octane_Live Geometry Update ON, and open the Viewport, the Modo Render Cache will send the displaced polygons from the Modo Shader Tree procedural displacement to Octane. Refer to the manual for some of the limitations when using the Modo Render Cache.
The load time of the displaced polygons can be slow, so it's not the same speed as the C4D plugin solution.

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Re: Modo Plugin Roadmap

Postby jerzer » Thu Sep 22, 2016 2:33 pm

jerzer Thu Sep 22, 2016 2:33 pm
Thanks. That method works but I find it way too slow.
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Re: Modo Plugin Roadmap

Postby face_off » Thu Sep 22, 2016 10:42 pm

face_off Thu Sep 22, 2016 10:42 pm
Thanks. That method works but I find it way too slow.
Yes, I agree. The other way to do it is to write a small script to bake the Modo Displacement Effect shaders to a file, and then use that file as a Displacement image map in Octane. Again - it's not instant, and I've found baking Modo Shader Tree items a bit hit and miss. Ultimately, TheFoundry needs to make the Shared Tree procedural outputs accessible as a bitmap to plugins - so I suggest submitting a feature request to them.

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Re: Modo Plugin Roadmap

Postby jerzer » Fri Sep 23, 2016 7:57 am

jerzer Fri Sep 23, 2016 7:57 am
I'll do. Thanks!
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