Today's nightly builds ( 2016.04.14 ) have initial support for the new Unity and Unreal materials in MODO 10.0v1.
Also the "swizzling" channel of image maps is supported (it is used in a lot of the Unity material presets).
Here is an example, one of the Unreal preset materials, rendered with MODO:
and V-Ray for MODO:
Another with MODO:
and V-Ray for MODO:
Here is a folder with rendered all Unreal preset materials from the MODO 10.0v1 content : https://www.dropbox.com/sh/as1mygbdz...QUwXiPHFa?dl=0
And with the Unity presets : https://www.dropbox.com/sh/1lbctz4fa..._T5-HWJ5a?dl=0
There are a few known issues at the moment:
1. no RT GPU support
2. the fresnel term is applied differently leading to edges that seem to slightly glow when the roughness value is greater than 0 (with roughness=0, the fresnel is applied the same way as in MODO, as far as I can tell)
3. the Mikk tangent basis is not used for the normal maps, I think this leads to some of the black areas that can be seen on some materials
4. the roughness of the diffuse term works differently
5. the results with V-Ray for MODO are a bit darker, not sure if one of 1-4 is causing this
6. for the Unity material the normal/detail normal/height scale channels are not supported
7. some texture effects are unsupported
- for Unreal : unreal bump, clearcoat amount, clearcoat roughness, subsurface color
- for Unity: unity bump, detail albedo x2, detail mask, detail normal
For both, the Ambient occlusion effect is ignored, I think it is supposed to be used only with OpenGL, the V-Ray GI/reflections will handle it without needing it baked as a map.
I will be working on fixing these issues in the future provided there is enough interest in using those materials.
So let me know in this thread, if you find them useful and would like one of these improvements.
Greetings,
Vladimir Nedev
Also the "swizzling" channel of image maps is supported (it is used in a lot of the Unity material presets).
Here is an example, one of the Unreal preset materials, rendered with MODO:
and V-Ray for MODO:
Another with MODO:
and V-Ray for MODO:
Here is a folder with rendered all Unreal preset materials from the MODO 10.0v1 content : https://www.dropbox.com/sh/as1mygbdz...QUwXiPHFa?dl=0
And with the Unity presets : https://www.dropbox.com/sh/1lbctz4fa..._T5-HWJ5a?dl=0
There are a few known issues at the moment:
1. no RT GPU support
2. the fresnel term is applied differently leading to edges that seem to slightly glow when the roughness value is greater than 0 (with roughness=0, the fresnel is applied the same way as in MODO, as far as I can tell)
3. the Mikk tangent basis is not used for the normal maps, I think this leads to some of the black areas that can be seen on some materials
4. the roughness of the diffuse term works differently
5. the results with V-Ray for MODO are a bit darker, not sure if one of 1-4 is causing this
6. for the Unity material the normal/detail normal/height scale channels are not supported
7. some texture effects are unsupported
- for Unreal : unreal bump, clearcoat amount, clearcoat roughness, subsurface color
- for Unity: unity bump, detail albedo x2, detail mask, detail normal
For both, the Ambient occlusion effect is ignored, I think it is supposed to be used only with OpenGL, the V-Ray GI/reflections will handle it without needing it baked as a map.
I will be working on fixing these issues in the future provided there is enough interest in using those materials.
So let me know in this thread, if you find them useful and would like one of these improvements.
Greetings,
Vladimir Nedev
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