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Is Layered Fur supported in Vray Modo?

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  • Is Layered Fur supported in Vray Modo?

    Hi

    Is Layered Fur supported in vray Modo, or do you need to set up the shader tree groups differently to when using the modo renderer?
    Here are two images, simple set up to show the difference between the modo render and the vray render with the same group set up.
    I am assuming it should work the same?

    Thanks
    Simon

  • #2
    The scope channel of the group mask is supported.
    But separate materials for layered fur are not.
    It seems the Render Cache API doesn't provide information about the Fur material item that generated a particular set of hairs, meaning it's not possible for me to figure out the correct material, so both sets of hairs come out using the top-most material.
    I will check the API docs and ask here about a way to do this : http://community.foundry.com/discuss...endercache-api

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

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    • #3
      Thanks for looking into it, it is much appreciated!

      Simon

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      • #4
        The builds from today ( 2017.07.20 ) will have the V-Ray Fur item.
        You can apply multiple V-Ray Fur items on the same object and also apply separate item masks on each V-Ray Fur item, so it's possible to achieve what you want - different hairs with different materials on the same mesh.

        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
          The builds from today ( 2017.07.20 ) will have the V-Ray Fur item.
          You can apply multiple V-Ray Fur items on the same object and also apply separate item masks on each V-Ray Fur item, so it's possible to achieve what you want - different hairs with different materials on the same mesh.

          Greetings,
          Vladimir Nedev
          Wow, that is great news, Vladimir! Does the V-Ray Fur works like in V-Ray Fur for Max?

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          • #6
            Hey that is great!
            Many thanks for the quick fix and update

            Simon



            Edit after testing a little bit:

            The V-Ray Fur item seems to be a simplified fur material, is that correct? There doesn't appear to be as much control over the fur as the Modo fur material.
            For example using guides or vertex maps etc.

            It looks like it is great for simple fur but not so much for more specific type fur, or have I missed something? Can the modo fur material be used in conjunction with the V-Ray one?
            It does enable layered fur very easily though

            thanks
            Last edited by pixelsim; 21-07-2017, 12:16 AM. Reason: Edited after a bit of testing

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            • #7
              Originally posted by WilleViz View Post

              Wow, that is great news, Vladimir! Does the V-Ray Fur works like in V-Ray Fur for Max?
              It is very similar, yes. There is no preview at the moment in MODO's OpenGL viewport, as I have some other tasks to attend to, but RT updates should work correctly so you can use that to preview the fur.

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

              Comment


              • #8
                Originally posted by vladimir.nedev View Post

                It is very similar, yes. There is no preview at the moment in MODO's OpenGL viewport, as I have some other tasks to attend to, but RT updates should work correctly so you can use that to preview the fur.

                Greetings,
                Vladimir Nedev
                Excellent. V-Ray Fur is fast and very nice to have for compatibility with V-Ray for Max etc, and I'm not bothered about not having a OpenGL preview. I think I actually said to hell with preview for now a while back, as long as we get Fur, so I'm delighted!

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                • #9
                  vladimir.nedev I posted some comments on skype, but didnt want them to get lost, so I'm pasting here.

                  I'm testing out fur and its working pretty well. Thanks for implementing it. I was wondering if it may be possible to add the "texture" channels as effects in the shader tree.
                  I noticed you can item mask the fur item, so it would be great if we could texture its channels (eg. density texture, bend texture etc) in the shader tree rather than schematic. I don't know if that's actually possible

                  Some problems I've run into:

                  1) There seems to be a problem with updates. eg. I have a swirl texture plugged in to "initial direction texture", but when I change the colors in the texture I have to restart RT to see the change.
                  Some things seem to update while others don't (I think the value channels update in real time, while the vector channels dont)

                  2) "flat normals" only works if you toggle the fur item off then on. Once you restart RT, it stops working. I cant get it working for production rendering at all

                  3) Sometimes the fur item prevents other items from being selected in the opengl view. I don't have steps for this yet.
                  Last edited by 1funk; 22-07-2017, 08:23 PM.
                  Win10 Pro 64 / AMD Ryzen 9 5950X / 128GB / RTX 3090 + 1080 Ti / MODO
                  I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live - Jesus Christ

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                  • #10
                    I was wondering if it may be possible to add the "texture" channels as effects in the shader tree.
                    I noticed you can item mask the fur item, so it would be great if we could texture its channels (eg. density texture, bend texture etc) in the shader tree rather than schematic. I don't know if that's actually possible
                    Might be possible, but it will complicate RT updates too much, so I won't be doing it any time soon.

                    1) There seems to be a problem with updates. eg. I have a swirl texture plugged in to "initial direction texture", but when I change the colors in the texture I have to restart RT to see the change.
                    Some things seem to update while others don't (I think the value channels update in real time, while the vector channels dont)
                    Nice catch, it should be easy to fix this.

                    2) "flat normals" only works if you toggle the fur item off then on. Once you restart RT, it stops working. I cant get it working for production rendering at all
                    I need to remove this parameter, it's not present in V-Ray for Max/Maya, so I think it got deprecated at some point.
                    I think you are supposed to use the V-Ray Hair material even for things like grass, which will make the normals flat and also has a sort of 2-sided translucency built-in.

                    3) Sometimes the fur item prevents other items from being selected in the opengl view. I don't have steps for this yet.
                    Not sure how that happens, I am giving it a bounding box that has 0 volume.

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

                    Comment

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