All posts related to V2
By Marton Day8
#348179
Sorry, modo hair is not on the list yet. (I can't find the way how to read out hair data from modo SDK.)

Márton
By JTB
#348191
But if you want to render a house with grass all around it and you use MAX's hair system, then I am sure that MW will need lots of CPUs...
I believe the best way for grass is to use a plugin like Forestpack and clipmaps... There are 1-2 great materials in MW mat gallery for this.
By Polyxo
#348197
I am primarilly a Rhino-User and would not care if there will not be hair available.
If I needed hair for my work regularly I would need to render from another host-program.
Simple as that.
Personally I also think that adding further Plugins to Plugins (like HDR-Light-Studio) was a bad development.
I vote for native integration (it shouldn't be so hard - the Pixologic guys have just added a comparable
feature to R2) or rather leaving things out if not natively supported by the Host-App.

I could even live well without Displacement-Support in Nurbs-Packages which do not support per
Face-Mapping. It is just a pointless feature to have when one can not combine a displaced material with
a nondisplaced area while leaving everything a single valid Volume.

My point is: I would love adapted Core-Level Development for those Users of CG-Packages and those of us
who use technical Modelers as a Host for Maxwell.
Mesh-Modelers probably don't even know what I am talking about - but from Nurbs-Apps like Rhino one can
not even render a piece of Glass with sand-blasted faces and polished edges without having to making the Mesh
invalid for Dielectrics, SSS and Displacement.
One has to physically split the input-geometry and can also not work around this in any way one could call
somewhat economic - through UV-Mapping.

I'd therefor happily trade Fur against getting a feature which joins up non-joined but perfectly matching meshes
at Rendertime, so that Dielectrics, SSS and Displacement work correctly from Nurbs-Apps with per Vertex Material-
Assignment. And I'd trade something else which is to come against native Nurbs-Meshes rendering as fast as
extracted meshes.
By Polyxo
#348200
Half Life wrote:That's interesting -- I've never thought of Studio as a plugin... to me it's always been it's own program.

Best,
Jason.
Well, to me it always was the optional and later added standalone Interface of a Software which I and most Users purchased as a Plugin
and use as Plugin exclusively.
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By Half Life
#348202
I often wish this forum would support voting/polls so that we could get at actual percentages for things like this... it seems like having actual numbers would help get a handle on things like "wish lists" and feature satisfaction.

I certainly would teach differently based on those types of numbers.

Best,
Jason.
By Polyxo
#348204
Half Life wrote:I often wish this forum would support voting/polls so that we could get at actual percentages for things like this... it seems like having actual numbers would help get a handle on things like "wish lists" and feature satisfaction.

I certainly would teach differently based on those types of numbers.

Best,
Jason.

I'm not against Polls but I guess that they only reach a small fraction of the actual userbase reading this forum regularly.
Just have a look at how quiet it is here lately.
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render engines and Maxwell

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