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tigerAspect
Posts: 222
Filters: 9
I'm having trouble getting Vector information out of FF that Modo interprets correctly. Any hints?
It seems like Modo is expecting a completely different set of colors than FF is outputting...

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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
I have no clue why.....but I wanted to inquire about "Modo"??? Dilla mentioned it before.....and I had no idea what he was talking about..... smile:|
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Amethyst

Posts: 155
Filters: 23
Quote
StevieJ wrote:
I have no clue why.....but I wanted to inquire about "Modo"??? Dilla mentioned it before.....and I had no idea what he was talking about.....


What is Modo?

Quote
modo delivers the next evolution of 3D modeling, painting and rendering in a single integrated and accelerated package for the Mac and PC. And now, modo is a true end-to-end solution that includes true 3D sculpting tools, animation and network rendering! More than just features, modo is a truly elegant integration of technology, raw horsepower and refined workflow.


Sorry I cannot be of help either as I haven't used FF with modo yet. In fact, I am still a novice with both modo and filter forge. Hopefully someone will come along and help us both. smile:)
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tigerAspect
Posts: 222
Filters: 9
Luxology's Modo
It's a polygon modeller, and has extensive painting and Vector displacement tools. I just can't figure out what it wonts for the Vector stuff, and how I'd get that out of FF
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Thanx for the info.... smile:)

If you guys don'r mind another question.....How does Modo stack up in comparison to other similar programs???

tigerAspect, Dilla should know the answer to your question.....or you can ask FF directly with the "Contact" tab above.....there should be someone there who can answer it as well.....
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
tigerAspect wrote:
I'm having trouble getting Vector information out of FF that Modo interprets correctly. Any hints?


That's because FF does not output vector displacement maps. smile;)

However, bump maps rendered in FF (at 16bit or 32bit) are perfectly usable as displacement maps in modo, and normal maps work fine as well when their Effect type is set to 'Normal' in the Shader Tree.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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tigerAspect
Posts: 222
Filters: 9
*headdesk* Of course. FF is 2d. *smack smack*
Yeah, Bump maps as displacement works great.

Thanks!
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Crapadilla wrote:
However, bump maps rendered in FF (at 16bit or 32bit) are perfectly usable as displacement maps in modo, and normal maps work fine as well when their Effect type is set to 'Normal' in the Shader Tree.


Yep, what 'dilla says. Load your FF 'bump' map as the displacement image. Load the FF normal map as 'normal'.

Also, if you're using a bump map to displace the polygons of your object, I've found it works better (in zbrush anyway) to keep the maps at a power-of-2 resolution, like 512x512 or 1024x1024, not 600x600. I think it's because of subdivision modeling... if it's at power of 2, then the pixels line up better with the verticies.

Would you guys recommend Modo? I've been hearing such great buzz about modo, I've been thinking about picking it up. Downloaded the demo, but haven't really done much with it yet.
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BenBeckwith
Posts: 136
Filters: 8
Modo is awesome! The poly tools are far superior to apps like Max and Maya. The interface is also way better. Max meanwhile is still building off a base that was made, what, 15 years ago? I use Max currently but I've dabbled with Modo. Pretty soon I'll try and make the switch lol. However, in my experience (it's been a little while), modo isn't set up well for making large scenes (maybe this has changed). It's just really great for making individual models.

I recommend trying Mudbox as well. It's got great sculpting tools (it's like Zbrush but with an interface that doesn't suck). Modo + Mudbox is a great combo.
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tigerAspect
Posts: 222
Filters: 9
Modo is, as they say, the shiznit, (or "shizzy" if you will). The polygon tools are second to none.
Ben, you absolutely must try Modo 302, the sculpting tools are phenomenal, with some really crazy useful stuff related to Vector displacement, like unwrapping geometry into displacement, or mixing multiple displacement images at different resolutions, all really good stuff.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Crapadilla says: "Modo rules!" smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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