User avatar
By gadzooks
#369516
Ok marton you had to know someone was going to ask, might as well be me. :) Not sure if you have even seen verrsion 3 but was wondering do you think most of the features will be avaliable to modo?
if you cant comment i understand, just eager to hear!n
By Marton Day8
#369782
I can not say anything very exact now, but yes I am working on it, and I try to implement the new features too:)
By Marton Day8
#372557
It will support 701 and 601 64bit,
+
probably 501 64bit too (but some functions will be limited)


Márton
User avatar
By talos72
#374209
I am looking through the docs....does anyone know if the new Modo plugin support hair/fur?

Thanks
By Marton Day8
#374210
Sorry, no fur/hair....

From time to time I check the possibility of reading hair data from the modo SDK, but as far as I know it is still not possible.

Márton
User avatar
By talos72
#374214
Is it possible to just bake the hair geometry out of Modo and render in Maxwell? I am really interested in doing stills...not animation, so dynamics do not matter to me.
By Marton Day8
#374235
Under modo 701 you can bake out the fur fibers into geometry with the modo menu Geometry > Bake Geometry Cache command.

Márton
By photomg1
#375051
Hi Marton,
I can bake the fur fibres using the geometry bake , which can be done quite quickly but am I right in thinking they are of no use in maxwell as its just edges/curves not polygons ? brought the mesh into maxwell but could do nothing with it.

Now if on the newly created mesh with all the edges i select render curves and render curve as polygons and then bake a second time I will get geometry . Even on a simple sphere I ran out of ram (16gb) whilst this type of bake is happening. I presume the double geometry bake with the options I have mentioned is what you are suggesting as a method to get hair into maxwell?


Can nothing be done with just the original baked curves , similar to how the other packages created hair curves are handled in maxwell?
By Marton Day8
#375057
Try this (you need modo 701):

- create a sphere
- from the preset browser drag and drop "Fur Grass 01" or other
- Run menu Geometry > Bake Geometry Catch (with fur checkBox on)

After this as a result I have fur polygons here in modo.

Can you reproduce this?

Márton
By photomg1
#375068
Hi Marton,
yes and it works ! now I need to work out why it didn't on what I was doing before.

all I did was create a sphere assign a material tag add a fur material at default settings then bake that it just gives me thin curves on the first bake . Try it ! (I have to use 701 sp2 to do this as its instacrash with sp3) .There is obviously something different about how that fur grass is set up compared to a default fur material.
By photomg1
#375084
The difference between the two is the grass uses strips and a default fur is cylinders. So the bake on cylinders gives you curves which I presume is to save ram (which makes sense). As you can then render those curves as cylinders in modo at render time.

I suppose I was hoping maxwell could use those curves to do a similar thing as its similar to the maxwell grass extension in that respect?

Anyway many thanks for sharing how we can get some form of hair into maxwell from modo . Hope the future brings full support as strips are only useful for a select number of items. Although I'm still chuffed that this at least works :D
Will there be a Maxwell Render 6 ?

Let's be realistic. What's left of NL is only milk[…]