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Full Version: Rendering MoI Models

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From: Frenchy Pilou (PILOU)
29 Dec 2014   [#21]
Sexy Technology! :)
From: chippwalters
29 Dec 2014   [#22] In reply to [#20]
That's pretty cool. Wish Keyshot could do that!
From: Mauro (M-DYNAMICS)
29 Dec 2014   [#23] In reply to [#20]
I'm following Modo ... soon or later i'll jump into it
Paq>photoview 360 heritage (solidwork version of modo render rengine
What you mean:is a plug-in?
From: PaQ
29 Dec 2014   [#24] In reply to [#23]
Hi Mauro,

They call it an 'add-in', my is guess is that it comes 'embedded' with solidworks.

http://www.solidworks.com/sw/products/3d-cad/photoview-360.htm
From: amur (STEFAN)
29 Dec 2014   [#25]
Hi Mauro,

>I'm following Modo ... soon or later i'll jump into it

You may hurry up then a bit… The Carlyle Group is selling The Foundry next year… and no one knows yet what will happen then to MODO.

Regards
Stefan
From: OSTexo
29 Dec 2014   [#26]
Hello,

The vector output on MoI is excellent in my opinion and can be used along with drawing applications to produce full vector drawings including backgrounds. Here is a raster grab of a few of the full vector images.

Image Attachments:
bottles.png 


From: RobertH
29 Dec 2014   [#27]
Hi guyver (DAVGIAN)

re: Toolbag2 looks great, it would be great to have a MOI AppLink or something else.

Marmoset Toolbag2 makes excellent renders, it's fast (like instantaneous, though I've not tried it on large models), relatively cheap, and easy to use. You can render out in lots of different sizes. The turntable animation display feature is great, with object, sky and camera automated rotation at different speeds, plus it can generate a series of captures, so you can create a video. There are 25 materials included and you can make your own using Photoshop, Substance Painter, etc.

It's really easy to move a model from Moi to Toolbag2, just same your model once as a regular Moi file, save out as an OBJ file, and import the mesh into Toolbag2. You can then make changes in Moi, delete the item in the Toolbag2 scene tree and re-import the mesh. To make this process faster I save the OBJ file from Moi in a single keystroke with no dialog box, see below. Also when importing a mesh, if you keep the import mesh dialog box sorted by date, your Moi model will always be the first item in the file list. It takes like 3-5 seconds to do.

A couple of downsides to Marmoset. It does not support a 3D mouse. On large monitors the UI is tiny.

Note that if you want different materials on separate parts of your model don't union/join them together in Moi, and give them a different name in the Object list, or don't name them at all. Applying a material to a model is just drag and drop.

====================

Michael put together a keyboard shortcut script to save out an OBJ file in a single key stroke with no user dialog (make sure to save your model once because it needs a current file name to work):

script: /* SaveAs OBJ no dialog */ var name = moi.geometryDatabase.currentFileName; if ( name != '' ) { moi.geometryDatabase.saveAs( name.substr(0, name.length-3) + 'obj', 'NoUI=true' ); }

Look at this discussion for setting the various SaveAs parameters: "File Scripts" 7119.1

I've used the following settings with great results and assign it to a function key:

function DoSaveAsObj() {
var name = moi.geometryDatabase.currentFileName;
if ( name != '' ) {
moi.geometryDatabase.saveAs( name.substr(0, name.length-3) + 'obj',
'NoUI=true;Output=quads;Display=shadedwithedges;Weld=false;Angle=3;MaxLength=3;MaxLengthApplyTo=curved' );
}
}
DoSaveAsObj();


Here is that function as a single line script:

script: /* SaveAsObj no dialog */ var name = moi.geometryDatabase.currentFileName; if ( name != '' ) { moi.geometryDatabase.saveAs( name.substr(0, name.length-3) + 'obj', 'NoUI=true;Output=quads;Display=shadedwithedges;Weld=false;Angle=3;MaxLength=3;MaxLengthApplyTo=curved' ); }


HTH

Image Attachments:
Marm-Moi-1.jpg  Moi-1.jpg 


From: Mauro (M-DYNAMICS)
31 Dec 2014   [#28]
Thank you Pascal & Stefan
Happy New Year
From: RobertH
31 Dec 2014   [#29]
Just got an email from Marmoset:

Now through New Year's Day all Marmoset software is 30% OFF
From: talleman
4 Jan 2015   [#30]
native modo, vray for modo, or octane for modo.

each has their own strengths. For quick and dirty renders, I use octane. For anything with more complicated materials, I use vray or modo
From: Dooki (ALANO)
8 Jan 2015   [#31]
Just emailed Marmoset asking if they still had a sale going on (doesn't hurt to ask right?). It's 10:15 California time and they answered right away! Now that's great service. I missed the sale but will give the try-out a go for sure!

-Alan
From: Dooki (ALANO)
9 Jan 2015   [#32] In reply to [#27]
Robert: I'm trying the demo of Toolbag2. How you handle not having a UV map from Moi? I'm finding that you need a UV map in order to apply textures.

THanks,
Alan
From: wimverbe
10 Jan 2015   [#33]
Maxwellrender
From: wimverbe
10 Jan 2015   [#34]
@ OSTexo: how / with what did you generate these raster shadings?

tnx
wim
From: OSTexo
10 Jan 2015   [#35]
Hello,

AI CS6, along Astute Graphics plugins Phantasm and Widthscribe2. I really prefer CorelDraw but they just don't have the plugin support of Adobe products, if they did I'd spend all of my time there. By the way those are actually full vector images including the background.
From: RobertH
10 Jan 2015   [#36]
Hi Alan (Dooki),

One of the things I liked about Moi was it always generated good meshes that Toolbag2 took advantage of while texturing. Other apps I have used that are strictly modelers, like Moi, would only allow Marmoset to apply "smooth" textures like metals, whereas Moi allowed materials like Quixel Brick which has a lot of bumpy texture. Forgive me if I am stating the obvious here, but in Toolbag2 you can use some of the included shaders by using the little menu besides the "Duplicate" button in the upper right hand panel and selecting one (like Quixel Brick), then dragging it on to your model. For different textures in different parts of your model you need to have separate objects to apply the drag and drop shader to.

I haven't been using Moi that long but it has always worked in generating UV's. In my post #27 above, I use the following settings for creating an OBJ file:

Output=quads;
Display=shadedwithedges;
Weld=false;
Angle=3;
MaxLength=3;
MaxLengthApplyTo=curved;

Maybe other settings, (or other file types for that matter) for generating (.OBJ) Object files in Moi do not create the proper UV's. Michael would know about that.

HTH or maybe I am missing your problem, sorry.
From: chrisd (CHRIS_DORDONI)
10 Jan 2015   [#37] In reply to [#35]
Hi OSTexo,

Yes, its nice to be able to get a rendering converted to a vector graphic for a few reasons. I've seen images converted through Phantasm but have not actually tried it myself.

I'm curious now about using SVG with some images as an alternative to PNG for web use.
From: wimverbe
12 Jan 2015   [#38] In reply to [#35]
tnx @ OSTexo!
From: chippwalters
16 Jan 2015   [#39] In reply to [#14]
Thanks for the export as 3DS trick!
From: Lordfox
22 Jan 2015   [#40]
Are ther all explained renderengines are also good wit n-gons and tris? It's a lot of timeconsuming to made a retopology e.g. in 3DCOAT, but some renders are making fine renders also with tris/n-gons?

Only quad-polygons would be better, yes, but I think its only a must in organic models :) or? whats your opinion?!

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