Modo texture replicator support

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

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senolite
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Hi,

Is there any way I can use the Modo texture replicator feature with Octane?
I am currently on the latest version of the Octane 3 series.

I am trying to use a particle simulation where the simulation is used in the texture replicator to have a texture in place of every particle throughout an animation.
In Modo native renderer that works perfectly but in Octane, I only see the texture on the plane itself, nothing happening.
If there is an Octane workaround, even if it is using the native renderer, I would be happy with that.

Thanks for any help, currently it forces me to go back to Modo's renderer for this project which was not really why I bought the license.
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face_off
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Hi. From your description, I don't think this would be possible to do using an Octane Material. Instead perhaps you could have the particle generator control to position of a bunch of planes, which have the texture applied to them.

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
Hesekiel2517
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Would it be possible to create a osl Texture which uses point data to project images?
senolite
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I think both solutions sound viable however I have a lack of knowledge on OSL.
Created the solution Paul mentioned at it actually provides more flexibility as it allows for a material to be used instead of an image. Thanks for thinking with me!!
Hesekiel2517
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Are there any news about this or new ideas how to implement this functions?
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funk
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I'm guessing you can probably do something like this with OSL, but its a bit too advanced for me.

You can search for "texture bombing" or "chaos mosaic" to see if anyone has written something like this already.

I found a couple of links that may be a good start:
https://blog.michelanders.nl/2014/12/ch ... sl_29.html
https://blendersushi.blogspot.com/2013/ ... t-one.html
https://github.com/ADN-DevTech/3dsMax-O ... NoTile.osl
https://github.com/ADN-DevTech/3dsMax-O ... Bitmap.osl
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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funk
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Actually I just found this on the OTOY forum too. I havent tried it:

viewtopic.php?f=27&t=65762
viewtopic.php?f=9&t=64576
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Hesekiel2517
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Thanks funk! That is indeed pretty close. I can't achieve a completly seamless Texture but almost. Also it doesnt work as an imageink. With the texture replicator it it possible to use a particle source to paint textures on a surface. Is it possible to get this particle data into octane osl?
Hesekiel2517
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Ok i spent the whole day to figure this out and i think i'm on the right track
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funk
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Hesekiel2517 wrote:With the texture replicator it it possible to use a particle source to paint textures on a surface. Is it possible to get this particle data into octane osl?
I thought about this too. I don't think it's possible, but the OSL docs have details on accessing instance IDs (See "hit:instance-id" at https://docs.otoy.com/osl/extras/ ).

So there may be some creative way to use the particles via a replicator (which converts to instance IDs in an Octane scatter node).

This is all way beyond my skill level though :)
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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