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Modo 501 PlugIn
Posted: Fri Dec 17, 2010 2:11 am
by Furumaru
Hi
Does anybody know when a Modo 501 PlugIn will be ready?
Thx

Re: Modo 501 PlugIn
Posted: Sat Dec 18, 2010 9:27 pm
by gadzooks
And will it more enhanced now that luxology released their SDK. Am i wright in thinking that they released their SDK?
Re: Modo 501 PlugIn
Posted: Sat Dec 18, 2010 9:53 pm
by Marton Day8
Sorry I don't want to promise any release date yet. Modo 501 is still very new, and yes many things have been changed with the SDK, and it is still not clear how deeply we have to recode the plug-in.
We could do a simple plug-in fix for 501 release, but I think it is better if we try to extend it with the new SDK features. But please keep in mind, modo SDK 501 SDK is more open, but it doesn't mean it gives access to everything.
Márton
Re: Modo 501 PlugIn
Posted: Sat Dec 18, 2010 10:53 pm
by Furumaru
I just need to export the scene + camera because i make materials and light always in Maxwell studio.
Re: Modo 501 PlugIn
Posted: Sun Dec 19, 2010 11:17 pm
by fv
I do the same as Furumaru so I would be glad with just a simple plugin that actually works with the 501 version.
Studio works perfect for adding materials and lights.
I just need geometry to get to studio. so please make a plugin that at least works for the moment.
I cannot produce my work now...
Dennis
Re: Modo 501 PlugIn
Posted: Mon Dec 20, 2010 12:44 am
by Maximus3D
There is not even a SDK released yet for 501 so we all have to wait. Meanwhile the beta of the plugin for 401 is out so that one can be tested and played with.
/ Magnus
Re: Modo 501 PlugIn
Posted: Mon Dec 20, 2010 10:24 am
by mgroeteke
Maximus3D wrote:There is not even a SDK released yet for 501 so we all have to wait. Meanwhile the beta of the plugin for 401 is out so that one can be tested and played with.
/ Magnus
ehm, so what are the files about which everyone can download under their account, which are named 'modo 501 SDK - Optional Download For 3rd Party Developers'? Is this just a cosmetical link?
markus
Re: Modo 501 PlugIn
Posted: Mon Dec 20, 2010 2:17 pm
by Maximus3D
Ok i did not know about that since i don't have 501, i could not afford the upgrade
/ Magnus
Re: Modo 501 PlugIn
Posted: Mon Dec 20, 2010 10:25 pm
by David Solito
i found this on the forum...
Find "modoFriendMaxwell_commands.pl" in "C:\Program Files (x86)\Maxwell plugin for Modo\Scripts" and edit with Notepad,
then go for "line 52" and change 401 to 501, like this:
if($appVersion!=302 and $appVersion!=501)
Everything works, even FIRE!!
but you can't replace materials with MXM files because it crash, camera is little weird too, use Maxwell global settings for Camera.
at least good for testing FIRE with 501!
Cheers
Re: Modo 501 PlugIn
Posted: Mon Dec 20, 2010 11:40 pm
by Marton Day8
Yes, this hack works, but please play with it carefully! It was not really tested, and I know a few scenarios where it will fail.
It is not the official solution for 501 compatibility.(And it doesn't work with the Cocoa version of modo)
Márton
Re: Modo 501 PlugIn
Posted: Wed Dec 22, 2010 2:27 am
by Greg
Hi Marton, I would love it if you could take your time and deliver a robust 501->Maxwell Solution. I'm not sure if 501's SDK will allow us to work like people do in Max or Maya - but it should be better (there's texture support in the SDK but no shader... no I'm not sure if that's enough).
It would be *great* to get Fire working though and I think there's some areas where the conversion of modo->Maxwell materials could be improved. I would be happy to give you some of my thoughts on this. modo has the potential to be an excellent launching pad for Maxwell and I'm looking forward to what you can do with the 501 SDK (although I know the modo SDK can still be a challenge)
best,
Greg
Re: Modo 501 PlugIn
Posted: Thu Dec 23, 2010 2:13 am
by Marton Day8
Hello Greg,
I would really appreciate any help or idea to find a better solution for the material conversion. I know the current implementation is not good enough, and I have planned to deliver a better solution for the 2.5 build,but at the end I have removed the new material codes. The result was not convincing.
Modo 302 and 401 SDKs were not designed for very advanced plug-ins, so it has taken more time to find appropriate solutions, but the problem with material conversion is 80% not SDK related. The difficulty is more because of the differences between the two programs. Modo with Shader Tree while Maxwell with individual materials... it is tricky.
Modo 501 is here now, and I would like to rethink many things about the plug-in and check the new possibilities with the 501 SDK. It can take some time, but I will try my best to make the plug-in as good as possible.
Márton
Re: Modo 501 PlugIn
Posted: Thu Dec 23, 2010 9:14 pm
by Greg
I'm really impressed with what you where able to do in 401. 501 should give you some better tools to work with. I have a test scene that I'm working on that should help test the material conversion. I'll see if I can work on it a bit and post it here.
-Greg
Re: Modo 501 PlugIn
Posted: Sat Dec 25, 2010 11:38 pm
by Maximus3D
What if the shadertree in Modo was setup like this and then translated into what you see in the Maxwell materialeditor to the left, would that help you improve it ?
/ Magnus
Re: Modo 501 PlugIn
Posted: Thu Jan 20, 2011 1:42 pm
by boilerhead
Maximus3D wrote:What if the shadertree in Modo was setup like this and then translated into what you see in the Maxwell materialeditor to the left, would that help you improve it ?
/ Magnus
this would be fantastic !!