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Modo 801 SP4 Render Cache API support
Posted: Sun Apr 12, 2015 6:38 am
by face_off
Some users may have noticed the Modo 801 SP4 release notes at
http://community.thefoundry.co.uk/suppo ... tails.aspx includes the following:
SDK: Adds the Rendercache API (beta implementation), allowing SDK developers to access the same rendering data as the internal MODO renderer, exposing the geometry cache and shading information.
It will be some time before this is useable of the OctaneRender for Modo plugin, however I though I would post some progress shots here for those interested.
Paul
Re: Modo 801 SP4 Render Cache API support
Posted: Mon Apr 13, 2015 12:31 am
by face_off
Example of accessing the Modo Fur Shader geometry using the Moo801Sp4 Render Cache API. Modo on the left, Octane on the right. Works for Strips but not Cyinders.
Paul
Re: Modo 801 SP4 Render Cache API support
Posted: Mon Apr 13, 2015 1:00 pm
by LFedit
Looks like a step in the right direction though. This is exciting news.
Re: Modo 801 SP4 Render Cache API support
Posted: Tue Apr 14, 2015 3:20 pm
by sohara20
exciting stuff thanks paul.
Re: Modo 801 SP4 Render Cache API support
Posted: Thu Apr 16, 2015 12:50 pm
by face_off
Rendering of Proxy items is supported.
Paul
Re: Modo 801 SP4 Render Cache API support
Posted: Thu Apr 16, 2015 1:26 pm
by riggles
Sweet. I'm very happy about fur and proxies.
Question: does the render cache API open up any doors for additional shader tree item support, such as native MODO procedurals, gradient drivers, etc? There's some very handy tools in there that I don't see Octane adding on its own anytime soon. I.e: wanted to create a random output of three fixed colors. Impossible in Octane, easy in MODO.
Re: Modo 801 SP4 Render Cache API support
Posted: Thu Apr 16, 2015 10:31 pm
by face_off
Question: does the render cache API open up any doors for additional shader tree item support, such as native MODO procedurals, gradient drivers, etc? There's some very handy tools in there that I don't see Octane adding on its own anytime soon. I.e: wanted to create a random output of three fixed colors. Impossible in Octane, easy in MODO.
Shader Support - no. But I think all 3rd party render plugin developers have asked for this, so hopefully it is on TF todo list. Gradient is supported in the next release of the plugin - although you manually set it up.
Paul
Re: Modo 801 SP4 Render Cache API support
Posted: Fri Apr 17, 2015 3:17 pm
by Rafael-Vallaperde
This is sweet!!
Gradients! <3
Will hair carry color over? there was a limitation before that needed texture to be projected.
can we texture hair through uv now ?
Cheers!
Re: Modo 801 SP4 Render Cache API support
Posted: Fri Apr 17, 2015 7:50 pm
by riggles
face_off wrote:Question: does the render cache API open up any doors for additional shader tree item support, such as native MODO procedurals, gradient drivers, etc? There's some very handy tools in there that I don't see Octane adding on its own anytime soon. I.e: wanted to create a random output of three fixed colors. Impossible in Octane, easy in MODO.
Shader Support - no. But I think all 3rd party render plugin developers have asked for this, so hopefully it is on TF todo list. Gradient is supported in the next release of the plugin - although you manually set it up.
Paul
It appears I already have the Gradient 2 node in 2.22, but perhaps you're adding more to it?

- Stepped gradient result, not quite stepped
I think the trouble I'm having in this particular scenario is coming from possibly two things: even when using MODO's "stepped" slope, there's still a slight transition between the colors, and also there's no way to clamp Octane's random color float value output. If it could be clamped to two decimal places, that would translate to whole percentages in the gradient input and would skip over transition areas. Either that or something else completely different is going on, like Octane isn't receiving MODO's input slope type properly.
Re: Modo 801 SP4 Render Cache API support
Posted: Sat Apr 18, 2015 1:18 am
by face_off
It appears I already have the Gradient 2 node in 2.22, but perhaps you're adding more to it?
No - the version put through yesterday in the TEST version is the version I was referring it. There is probably an option for a Gradient 3 node too, which allows up to 10 control points (pins that a texture or rgb color could be plugged into) and 10 position floats. But not sure of people would use it or not.
I think the trouble I'm having in this particular scenario is coming from possibly two things: even when using MODO's "stepped" slope, there's still a slight transition between the colors, and also there's no way to clamp Octane's random color float value output. If it could be clamped to two decimal places, that would translate to whole percentages in the gradient input and would skip over transition areas. Either that or something else completely different is going on, like Octane isn't receiving MODO's input slope type properly.
The Octane gradient node is LINEAR - and the Gradient 2 node samples it every 10 percent (rather than extracted the actual control points from the Modo gradient control). So I don't think it will do exactly what you are trying to achieve.
On-line manual reference:
http://render.otoy.com/manuals/Modo/?page_id=1106
Paul