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Version 3
Posted: Wed Jul 24, 2013 3:07 am
by gadzooks
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
Re: Version 3
Posted: Wed Jul 31, 2013 10:49 pm
by Marton Day8
I can not say anything very exact now, but yes I am working on it, and I try to implement the new features too:)
Re: Version 3
Posted: Mon Aug 12, 2013 6:51 pm
by MartinBrinks
Very eager as well. Having MW 3 work with Modo 701 would be excellent!
Re: Version 3
Posted: Sat Oct 26, 2013 7:39 pm
by Tea_Bag
Marton will V3 aslo support 601 or will it only support 701 up?
Re: Version 3
Posted: Sun Oct 27, 2013 9:28 pm
by Marton Day8
It will support 701 and 601 64bit,
+
probably 501 64bit too (but some functions will be limited)
Márton
Re: Version 3
Posted: Sun Oct 27, 2013 10:55 pm
by Tea_Bag
That is great news

Thank you!
Re: Version 3
Posted: Wed Dec 04, 2013 11:24 pm
by talos72
I am looking through the docs....does anyone know if the new Modo plugin support hair/fur?
Thanks
Re: Version 3
Posted: Wed Dec 04, 2013 11:38 pm
by Marton Day8
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
Re: Version 3
Posted: Thu Dec 05, 2013 12:22 am
by talos72
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.
Re: Version 3
Posted: Thu Dec 05, 2013 12:43 pm
by astanelle
same here. we need it for stills only.
would be great !
Re: Version 3
Posted: Thu Dec 05, 2013 2:13 pm
by Marton Day8
Under modo 701 you can bake out the fur fibers into geometry with the modo menu Geometry > Bake Geometry Cache command.
Márton
Re: Version 3
Posted: Thu Dec 12, 2013 3:51 pm
by photomg1
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?
Re: Version 3
Posted: Thu Dec 12, 2013 4:01 pm
by Marton Day8
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
Re: Version 3
Posted: Thu Dec 12, 2013 4:36 pm
by photomg1
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.
Re: Version 3
Posted: Thu Dec 12, 2013 5:39 pm
by photomg1
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
