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UV Workflows with Octane and Modo

Posted: Fri Apr 01, 2022 3:53 pm
by rupsty
Hi all,

I'm slowing getting the hang of Octane. So here's a scenario I'm wondering about: When making materials in Modo with the shader tree, you can see what your maps are doing in the viewport. Then you can add an octane override and it still works - you can see the image map and how your uv editing affects the look.

But what if you're adding image maps via the Octane interface and using Octane textures and just navigating to a file location to add the image map. That map doesn't appear in the viewport. In addition, if you're combining multiple maps with different uv sets, then it gets even worse and the whole Modo viewport sorta becomes useless, unless you create a temporary dummy material just to check uvs.

I hope this makes sense.

Thank you!
Rusty

Re: UV Workflows with Octane and Modo

Posted: Wed Apr 06, 2022 4:09 am
by face_off
Hi Rusty

You are correct - once you move from defining the materials in the Shader Tree to an Octane Override, you loose the ability to preview the material in the Modo preview window or the Modo renderer. That is a limitation of the plugin. The best approach is to load all clips into the Shader Tree material mask for the material and drag the clip onto the schematic and connect the filename to the Octane image node, rather than selecting a file path from the Octane image node.

Paul

Re: UV Workflows with Octane and Modo

Posted: Thu Apr 07, 2022 5:07 pm
by rupsty
Hi Paul,

Thank you for the response. Much appreciated.

Best,
Rusty