Page 1 of 2
Gradients & Weight Maps
Posted: Thu Dec 13, 2018 5:31 pm
by lightvu
Is it possible to use vertex maps (weight maps) &/or the gradients available in Modo somehow with Octane?
Coming from Octane for LightWave I always thought it would be amazing to use a weight map to control the blending of two materials.
Is this just a dream or can it be accomplished?
Thanks for any feedback

Re: Gradients & Weight Maps
Posted: Thu Dec 13, 2018 9:23 pm
by face_off
Gradients are already supported (
https://docs.otoy.com/ModoH/ModoPluginM ... exture.htm). I think weight maps would be difficult to support, since it's a value at the vertex level which would be hard to translate back to a material. You can however use the Falloff Map node, which may achieve what you are trying to do.
Paul
Re: Gradients & Weight Maps
Posted: Thu Dec 13, 2018 11:36 pm
by lightvu
That looks very close to what I need.
Is that an incidence angle gradient?
What type of inputs does it accept? Even if you can just tell me which nodes it accepts I can take it from there
And if I have your attention right now I am wondering if it's possible to use any function from Modo like the layers in the shading tree (such as procedural layers) in Octane.
I'm pretty sure I couldn't in LightWave but I am wondering if that's true in Modo too.
Finally how would it be possible (even a workaround) to use the sculpting capabilities in Modo to my advantage with Octane rendering.
Sorry for the barrage of information here, but those are 3 questions I would really appreciate an answer to
Thanks Paul.

Re: Gradients & Weight Maps
Posted: Fri Dec 14, 2018 11:57 pm
by Greg
You can bake anything in MODO and use it in Octane as an image node. It would be better to have a sort of 'rasterinzing' node that can bake any procedurals live...and feed the data into Octane (modo, v-ray, prorender, whatever). I *thought* they were doing that with ProRender but I'm not so sure.
Here's some MODO | Octane videos to look at.
https://www.pixelfondue.com/search?q=octane
Re: Gradients & Weight Maps
Posted: Thu Dec 20, 2018 12:32 am
by face_off
What type of inputs does it accept? Even if you can just tell me which nodes it accepts I can take it from there
Check the Standalone manual for details -
https://docs.otoy.com/StandaloneH_STA/S ... adient.htm.
And if I have your attention right now I am wondering if it's possible to use any function from Modo like the layers in the shading tree (such as procedural layers) in Octane.
Yes, there is some support for layers - pls see the manual.
https://docs.otoy.com/ModoH/ModoPluginM ... rMasks.htm
Finally how would it be possible (even a workaround) to use the sculpting capabilities in Modo to my advantage with Octane rendering.
Sorry - I'm not sure what you mean by "sculpting capabilities".
Thanks
Paul
Re: Gradients & Weight Maps
Posted: Thu Feb 28, 2019 9:05 pm
by lightvu
K so I have re-read this thread after feeling much more comfortable in both Modo & Octane.
It would be great to use a weight map to control the blending of 2 Octane materials, but if this isn't possible, how can I bake a weight map into a surface?
Re: Gradients & Weight Maps
Posted: Thu Feb 28, 2019 9:47 pm
by face_off
Vertex attributes (from Modo Mesh weight maps and RGB/RGBA maps) are supported in the Octane 2018.1 version of the plugin, which should be available in the next week or so.
Paul
Re: Gradients & Weight Maps
Posted: Thu Feb 28, 2019 9:59 pm
by lightvu
face_off wrote:Vertex attributes (from Modo Mesh weight maps and RGB/RGBA maps) are supported in the Octane 2018.1 version of the plugin, which should be available in the next week or so.
Paul
Oh that is great news!
Re: Gradients & Weight Maps
Posted: Thu Feb 28, 2019 10:22 pm
by lightvu
In regards to the original post, can someone tell me what I am doing wrong in this scene?
The zip has a very simple modo file and V.png
thanks

Re: Gradients & Weight Maps
Posted: Thu Feb 28, 2019 10:51 pm
by face_off
lightvu wrote:In regards to the original post, can someone tell me what I am doing wrong in this scene?
The zip has a very simple modo file and V.png
thanks

That scene rendered OK for me. You didn't say what problem you are having.
Paul