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1. Use a texture set to the "Group Mask" effect. This essentially blends all material properties using the texture as a mask, and then computes the shading/lighting only once.
This means you can blend only materials of the same type (only MODO material, only V-Ray material, only V-Ray alSurface material, etc.).
This should be the faster option as well (since lighting is computed only once), but it doesn't allow multiple specular lobes like options 2 and 3 below.
Also, only the texturable material properties are blended in V-Ray (diffuse color, amount, specular color),
the non-texturable are not blended, but instead taken from the top-most material ("use fresnel" state, "use refractive index" state, etc), which can lead to problems.
2. Use multiple Shader items like suggested by Robert. The Shader item tells MODO(and V-Ray) that shading/lighting needs to be computed with the material properties as specified up-to the Shader item.
In this case, you use the texture from option 1., as a layer mask on the Shader item itself. You also need to move the materials above the Base Shader, as otherwise its shading result will overwrite their shading result.
This option is slower than 1 , since lighting is computed multiple times. It is equivalent to the V-Ray Blend Material.
3. Use a V-Ray blend material, with the mask texture set to the "vblend Amount *" effect.
This option is not very convenient at the moment as you can select only material items (but not material groups) in the V-Ray blend material, which means you have to manually connect the material's textures in the Schematic.
Otherwise this is similar to option 2 in that lighting is computed multiple times and you can have multiple specular lobes and generally more complex materials.
Eventually I will add the option to connect materials groups to the V-Ray blend material, so the textures inside can be used.
This will hopefully make option 3. the most straightforward and powerful.
This setup won't work in MODO's render unlike options 1. and 2.
Attaching some example scenes. The textures are from MODO's standard content.
Eventually I will add the option to connect materials groups to the V-Ray blend material, so the textures inside can be used.
Looking forward to seeing this. It will make things a lot nicer I always hated having to move groups with additional shaders to the top of the shader tree
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
Eventually I will add the option to connect materials groups to the V-Ray blend material, so the textures inside can be used.
We were talking about this on skype today, so I thought I'd bump the thread. Are you still planning on adding this option?
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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