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.
UPDATE 6/15/2017: The Octane render for MODO plugin has been updated. Octane will now handle area lights transparently to the user, defaults to environment lighting and not physical sky, and also defaults to a linear render with 2.2 gamma applied - rather than one of the various filmic tonemaps in the imager. Thanks Paul. : )
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.