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  • vray plugins for modo

    Hello all

    I test beta for modo 3.00.03 and I am very happy i am looking forward that its integration is complete and that official release is published for buy.
    I don't see bercon textures (noise,wood,...) and other procedural textures as maya list,
    i hope to meet as many textures plugins in vray for modo , the list is very interresting :

    http://help.chaosgroup.com/vray/help.../vray_plugins/

    It's possible add to modo TexBlendBumpNormal and bercon textures in priority ?
    http://help.chaosgroup.com/vray/help...umpNormal.html

    many thanks
    Last edited by gaia; 24-12-2014, 09:06 AM.

  • #2
    Modo has a really great procedural textures library, we can just hope it will be fully compatible with the final version of Vray, this would be the best of both worlds.
    But I remember a post ( I looked for it but can't find it ) which stated that there were limitations from Modo API.

    Comment


    • #3
      Originally posted by gaia View Post
      Hello all

      I test beta for modo 3.00.03 and I am very happy i am looking forward that its integration is complete and that official release is published for buy.
      I don't see bercon textures (noise,wood,...) and other procedural textures as maya list,
      i hope to meet as many textures plugins in vray for modo , the list is very interresting :

      http://help.chaosgroup.com/vray/help.../vray_plugins/

      It's possible add to modo TexBlendBumpNormal and bercon textures in priority ?
      http://help.chaosgroup.com/vray/help...umpNormal.html

      many thanks
      Adding V-Ray texture plug-ins to V-Ray for MODO is relatively easy, but I am not sure all of these plug-ins have been tested
      and that all of their parameters actually work. I wrote the TexBlendBumpNormal as an example for a plug-in developer, are
      you actually using it ?

      If you can tell me which ones you are actually using.

      Greetings,
      Vladimir Nedev
      Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

      Comment


      • #4
        Originally posted by John_Do View Post
        Modo has a really great procedural textures library, we can just hope it will be fully compatible with the final version of Vray, this would be the best of both worlds.
        But I remember a post ( I looked for it but can't find it ) which stated that there were limitations from Modo API.
        Yes, I don't know how to sample the MODO procedural textures currently ( I don't think there is a way).
        If this is added to MODO's API and we use it, we will have to change how Distributed Rendering works in V-Ray for MODO,
        the render servers will need to be started from within MODO. Making it work this way will take some additional development time.

        Greetings,
        Vladimir Nedev
        Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

        Comment


        • #5
          Originally posted by vladimir.nedev View Post
          Adding V-Ray texture plug-ins to V-Ray for MODO is relatively easy, but I am not sure all of these plug-ins have been tested
          and that all of their parameters actually work. I wrote the TexBlendBumpNormal as an example for a plug-in developer, are
          you actually using it ?

          If you can tell me which ones you are actually using.

          Greetings,
          Vladimir Nedev

          Vladimir thank you for your reply , I use Maya to work and Modo at home. I hope to find an version of vray for modo close to that of Maya.

          For me TexBlendBumpNormal is very cool to easily convert a procedural texture directly normal map with only one node. it is also useful to mix two normal texture. For that this plugin is great.

          otherwise so this plugin can be improved with more options ... (smooth, by precision levels, etc ...).

          For example maya:

          Click image for larger version

Name:	blendBumpNormalTex.JPG
Views:	1
Size:	85.6 KB
ID:	854955

          Bercon textures are also really cool (noise and wood): http://www.ylilammi.com/2013/09/berconmaps/

          it is also possible to implement :
          BulgeTex
          RockTex
          SmokeTex
          SoftBoxTex
          SpeckleTex
          SplatTex
          StuccoTex
          SwirlTex
          vectorProductTex
          WaterTex

          sorry if some are already implemented, I'm not at home to open modo.
          Last edited by gaia; 05-01-2015, 07:31 AM.

          Comment


          • #6
            Ok, I will start by adding those three (normal blend, bercon wood, bercon noise).
            If you use other textures from V-Ray plug-ins, let me know in this thread, so I can look into adding them as well.

            Greetings,
            Vladimir Nedev
            Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

            Comment


            • #7
              Thanks you very much Vladimir

              it is also possible to implement :
              BulgeTex
              RockTex
              SmokeTex
              SoftBoxTex
              SpeckleTex
              SplatTex
              StuccoTex
              SwirlTex
              vectorProductTex
              WaterTex

              sorry if some are already implemented,I'm at work, I'm not at home to open modo and verify the plugin list.

              Comment


              • #8
                Oops, I didn't see the rest of the textures you mentioned.

                We already have these in V-Ray for MODO : BulgeTex, RockTex, WaterTex.

                For these : SmokeTex, SpeckleTex, SplatTex, StuccoTex and SwirlTex, we actually used code from the 3ds Max SDK as a reference when implementing them in V-Ray.
                Since MODO is not an Autodesk product, we won't be adding them before we make sure we don't run into copyright issues with Autodesk.

                The SoftBox we can add, although it has some gradient controls, that will be a little harder to do.

                The vectorProductTex is already in MODO ( at least partially), under Channel Modifier -> Vector -> Vector Maths.
                Currently vector outputs don't work in V-Ray for MODO, once I get to them, I will add export for the Channel Modifier -> Vector -> Vector Maths.

                Greetings,
                Vladimir Nedev
                Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                Comment


                • #9
                  By the way, it would be more efficient to directly connect the output of the bercon noise/wood to the bump slot in
                  the V-Ray material and set the "Map type" to "Bump map", instead of using TexBlendBumpNormal.
                  It should do basically the same thing, but save on some additional calculations that TexBlendBumpNormal does.

                  Greetings,
                  Vladimir Nedev
                  Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                  Comment


                  • #10
                    Bercon noise would be great!
                    I hope some time in the future it the foundry makes it possible to use Modo procedurals inside V-Ray.
                    makebelievegraphics.com

                    Comment


                    • #11
                      Thanks you Vladimir !

                      Yes, its faster with bump, but with normal map, the visual result will be better with lights.
                      Bump it may be enough in some cases, in small details.

                      @kubbek, me too, i hope ! The foundry should be more open API.

                      Comment


                      • #12
                        Originally posted by gaia View Post
                        Thanks you Vladimir !

                        Yes, its faster with bump, but with normal map, the visual result will be better with lights.
                        Bump it may be enough in some cases, in small details.

                        @kubbek, me too, i hope ! The foundry should be more open API.
                        Looking at the implementation, TexBlendBumpNormal with a bump map input and VRayMtl with "bump map" for the "map type", will do
                        exactly the same thing. They both call the "getAutoBump" function from the V-Ray SDK which computes a normal vector based on a
                        bump (height) map.
                        Basically when you have a bump map connected to a V-Ray Material, V-Ray will auto convert the bump map to a normal.
                        So in theory at least, the results should match perfectly.

                        And actually, it would be fastest if you have the normal map precomputed (stored as a texture file). The getAutoBump function computes the normal
                        by sampling the bump texture at 4 different locations, whereas a normal map is sampled at only one location.

                        Greetings,
                        Vladimir Nedev
                        Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                        Comment


                        • #13
                          The "blend normal maps", "bercon noise" and "bercon wood" textures will be in tomorrow's nightly build - the one from 2015-01-07.
                          They will also be in the 3.00.05 Open Beta build.

                          Greetings,
                          Vladimir Nedev
                          Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                          Comment


                          • #14
                            Thank you look forward to!

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                            • #15
                              Thanks you Vladimir ! Great !

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