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Re: modo fur and use render cache

Posted: Tue Nov 21, 2017 1:47 pm
by TStudio
Thank you Paul! I will see if "W Coordinate" will work for my needs now. It is good to know that it will be in modo sooner than later !

Will you be able to add more modo fur features in future Octane versions? Like applying texture over individual strip of poligons using special modo projection "Implicit UV" ? Like in this file:
https://www.dropbox.com/s/r6vro770rtaqf ... s.zip?dl=0

Re: modo fur and use render cache

Posted: Wed Nov 22, 2017 9:51 am
by TStudio
Hi Paul.
Here is my result of wcoordinate ... or I`m doing it wrong ?
My modo is 902 (108604) octane Standalone (3,07) Plugin verison (3_7_0_125).

Scen is here for download:
https://www.dropbox.com/s/xp522xba5mr39 ... m.zip?dl=0

Re: modo fur and use render cache

Posted: Sat Nov 25, 2017 11:21 pm
by face_off
Will you be able to add more modo fur features in future Octane versions? Like applying texture over individual strip of poligons using special modo projection "Implicit UV" ? Like in this file:
https://www.dropbox.com/s/r6vro770rtaqf ... s.zip?dl=0
I think this will be difficult to do unless you can get Modo to generate UV's for each individual feather strip. Using the render cache, the plugin picks up the UV's from the render cache, and no feather specific UV's are supplied when Implicit UV is used (Modo is instead providing the "Texture" UV map coordinates.

Paul

Re: modo fur and use render cache

Posted: Sun Nov 26, 2017 11:25 am
by TStudio
Thank you for the answer Paul. I will see if this will work in modo.