MODO, V-Ray and Octane: A multi-part series
I've been meaning to do a series on using V-Ray and Octane within MODO for some time. These initial videos are just going to cover basic materials (and some basic render settings, particlurly in Octane - just to get you up and running). I will be covering plastic, metallic, glass, subsurface and mixed materials. Variations on these basic materials will get 90% of the way there on most product renders. I will stay away from CPU vs. GPU comparisons (GPUs are faster....not a lot to compare on that front anymore) - but will do some MODO<->V-Ray CPU comparisons and some Octane<->V-Ray GPU comparisons. V-Ray and Octane are pretty deep and I'm not going to be going super deep - at least not initially. I still need to get comfortable will all the V-Ray has to offer (I've been using Octane much longer) before I feel comfortable doing that.
Introduction: Setting up the renderes and comparing a neutral white plastic material - let's see how 'on-the-fly' material and lighting translation works in V-Ray and Octane.
Plastic Materials: Ok...had intended for this to be in Part 1, but it was getting rather long. So behold...Part 2: White Plastic. Sounds exiciting? Yes....yes it is. Well, if your renders contain plastic (I'm looking at you Product Render People) then it's probably at least mildly exciting.
Metallic Materials: Mmmmmm.....sweet sweet gold. Get a grip on creating realistic metals in MODO, Octane and V-Ray. You know you need that luscious copper matieral. Also....Rrhinoceroseseses.
More to come? Yes, more to come. Glass (including frosted glass) and Sub-Surface Scattering materials coming up next.
Download an MODO scene with the pixelfondue shader ball.