Any heda up about if and when we seeing it for Modo?
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V-Ray 5 ?
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The Vray Modo plugin is in a good shape honestly, hope to see version 5 soon
Last edited by Muhammed_Hamed; 07-10-2021, 11:26 PM.
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I personally don't mind going subscription only, if this means the devs will spend more time on this plugin.. again Subscription might not happen, and honestly I'm grateful having a Vray plugin for Modo at all.. which is half the price of any other Vray pluginLast edited by Muhammed_Hamed; 07-10-2021, 11:25 PM.
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No matter what, I just hope they bring it out soon.
I'm testing V-Ray 5.0 in C4D at the moment and its really nice. What I noticed is that V-Ray RT does load geometry and textures much quicker then Modo and then V-Ray 3 did before. Indeed it even loads textures faster then the UI does. Which is kind of C4D problem Alone to create the material thumbs can take quite long for C4D..
Anyway, lets hope the also add weight map in 5.0
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What I noticed is that V-Ray RT does load geometry and textures much quicker then Modo and then V-Ray 3 did before.
If you pre-triangulate your meshes in Modo by turning them into "static" meshes, you will get the fastest loading speed in V-Ray for Modo.
V-Ray 5 can't improve the part of the geometry loading that depends on Modo.
Greetings,
Vladimir Nedev
Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help
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Yeah I know that. Damn Modo devs, not listening. Told them a long time ago, that there is trick doing that, be storing the triangulation in the mesh, just turn the edge you don't want to see invisible. 3dsmax using that trick. It would also speed up loading scenes or unhiding mesh in general. Couldn't convince them to take that job. Also the benefit would have been to back convert static mesh.
The best way to make V-Ray speed up, is to use proxy's. Modo just need that core update so badly.
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So we had next then 5! Keep with the numbers Chaos Group, we don't need you going all Xbox on us with naming conventions! LOL!
For triangulation you can also use the procedural triangulation op so at least it's non-destructive and you don't have a bunch of copies of files in your scene etc. If you also combine that with a merge mesh op, you can see a large speed up in terms of getting to actual render. I'd wire these up in a separate schematic(s) so you can more easily link them all up to one triangulation op and turn it off/on.
Note though: AFAIK the triangulation in the op is different than that used by the destructive triangulation command last I checked. So the results might not work as well for you depending on your needs.
They might be addressing the mesh caching on some level with the recent speed ups in booleans etc. since those use to also benefited from triangulation happening first, but I'll have to check on that. No idea IF that's the case when if ever it will be exposed to third parties.
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