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MODO, V-Ray and Octane: A multi-part series

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.

 

 

 

 

Modo|Marvelous Designer - Sneak Peek

Modo|Marvelous Designer - Sneak Peek

MODO|Animate a Tube Growing

MODO|Animate a Tube Growing

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