Moi2OctaneRender bridge

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 From:  Moi3dFan
11159.1 
Michael, you mentioned that you are planning to bridge from moi3d directly into octane render.
I'm following the news, and I noticed that Plasticity now has a direct bridge to Blender. I don't use blender, so this program is useless to me. But I'm subscribed to OctaneRender, and I have a moi3d license on my subscription too.

I would like to know more, will the bridge be implemented in OctaneRender?

- If the bridge will work, will it update objects instantly in the OctaneRender render window?
I really like that all OctaneRender plugins work in real time, sending the whole scene to the renderer (cameras, lights, polygons, textures, etc.) The scene is updated only after the transformation is complete.
For example, there is a cube, it is sent to the renderer > then fillet is applied to it > the fillet cube is already is sent to the renderer

- I noticed that in the plastisity to blender bridge, the model has meshing presets.
I'd like to propose an idea to make a setting for the bridge to be able to preconfigure the number of polygons for the model that is sent to render. This could be directly related to the mesh angle option.
What do you think about this?

- Finally, I would like to say that the bridge in real time allows you to evaluate the model at once in the right light and environment, helping artists to find more daring and creative solutions.
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 From:  Michael Gibson
11159.2 In reply to 11159.1 
Hi Moi3dFan, it's a project that I'd like to work on but I'm not sure when it will happen.

Currently it is only at a vague idea stage and there isn't a specific plan for exactly how it will work so I don't have any answers to your questions currently.

- Michael
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 From:  Moi3dFan
11159.3 In reply to 11159.2 
Thank you for answering.
I understand how busy you are now working on priorities for moi3d, as a true fan of your program, I wish you strength and patience!

And how difficult is it to create the possibility to develop such a bridge from your side?

I mean, is it possible to access the geometry inside the scene in moi3d, so that a third-party enthusiast could create such a bridge by himself?

I will say that I made a shortcut for a bridge in plasticity in moi3d.
script: /*?Export '%temp%/1.stp' */ moi.GeometryDatabase.fileExport(moi.Filesystem.getTempDir() + '1.stp');

But it's just a shortcut, I would like to have the transformations happen on the fly without my direct involvement.
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 From:  Michael Gibson
11159.4 In reply to 11159.3 
Hi Moi3dFan,

re:
> And how difficult is it to create the possibility to develop such a bridge from your side?

It's hard to accurately know the difficulty level before doing any of the work.


> I mean, is it possible to access the geometry inside the scene in moi3d, so that a third
> party enthusiast could create such a bridge by himself?

There is not currently any extension point set up in MoI for accessing export geometry but probably part of the work would involve setting that up.

- Michael
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