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modo fur and use render cache
Posted: Sat Aug 05, 2017 11:44 am
by marchermitte
Hello.
Trying to get some fur to render in Octane for Modo 3.6.1
Activating the use modo's render cache option makes the whole mesh not be rendered at all by Octane, and no fur either.
If I remember correctly, that was the way to go before... is It a bug or did the workflow change?
Thank you!
Re: modo fur and use render cache
Posted: Mon Aug 07, 2017 1:00 am
by face_off
Hi Marc - do you have Strip selected as the Fur Material Type?
https://docs.otoy.com/Modo_Plugin_Manua ... %3D_____13
Paul
Re: modo fur and use render cache
Posted: Mon Aug 14, 2017 7:14 am
by marchermitte
no I didn't...
Thank you Paul
Re: modo fur and use render cache
Posted: Wed Oct 25, 2017 9:02 am
by Hesekiel2517
Any News about Cylinders as Fur Type?
Greetings!
Re: modo fur and use render cache
Posted: Thu Oct 26, 2017 3:31 am
by face_off
Any News about Cylinders as Fur Type?
I believe the Modo Render Cache API only supports providing geometry for the Strip Fur Type.
Paul
Re: modo fur and use render cache
Posted: Thu Oct 26, 2017 10:47 pm
by funk
face_off wrote:Any News about Cylinders as Fur Type?
I believe the Modo Render Cache API only supports providing geometry for the Strip Fur Type.
Paul
It provides curves for cylinders, so you could render them as render curves (you already do this for meshes with render curves enabled)
P.S. Vray does something like this so cylindrical fur works when render cache is enabled
Re: modo fur and use render cache
Posted: Fri Nov 17, 2017 1:37 pm
by TStudio
Hi Paul.
Another qestion for Fur in modo+Octane. Now Octane standalone can read color texture and color instances by ID. Can you use it to make fur in modo use color texture on the surace to color individual hair strands?
Re: modo fur and use render cache
Posted: Mon Nov 20, 2017 7:40 am
by face_off
Another qestion for Fur in modo+Octane. Now Octane standalone can read color texture and color instances by ID. Can you use it to make fur in modo use color texture on the surace to color individual hair strands?
Perhaps. Although I am not sure that Octane standalone will read the instance Id of a hair strand. Have you tested this?
Paul
Re: modo fur and use render cache
Posted: Tue Nov 21, 2017 9:34 am
by TStudio
Hi Paul.
I have tested this only in modo pluging, and it works

Like this:

So I`m very happy with results. But there is one more thing. How can I add gradient from base to tip of the hair? One of Octane user give me this advice:
https://docs.otoy.com/StandaloneH3_06/S ... dinate.htm
but there is no WCoordinate node in modo plugin. I have try to shaded with Octane NodeGraph inside of modo... but it didn`t work. How can I do it? I need create this kind of shaders to render cute characters in Octane.
Also how can I create feathers in Octane for modo? Is there any way to do it using fur?
Re: modo fur and use render cache
Posted: Tue Nov 21, 2017 11:23 am
by face_off
Hi - W Coordinate is in the latest STABLE release of the plugin. Octane Override Schematic->"New Texture"->"W Coordinate".
Also how can I create feathers in Octane for modo? Is there any way to do it using fur?
I think this would be difficult - since there is no "feature" primitive in Octane.
Paul