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View Full Version : Do you Have MODO 10 or later and want to get MODO's VDB into LW?



Luc_Feri
10-18-2017, 03:54 AM
Hi all, I'm experimenting with MODO's particles. Ok I can get Houdini Indie, not going to happen this year. I want to do more with the tools I have instead of thinning myself out over too many apps.

I'm playing with Macro's and have had some success, maybe together with other people we could find a workaround, maybe until LW Next drops.

Ok, the deal is MODO can voxelise it's particle system output instead of using blobs, sprites and volumes, however they can only be rendered inside MODO native or Octane if you have that.

Although you can freeze a mesh into real geo, there is no automated way to get an .obj sequence of these meshes to load into LW, yet!!

I'm playing with macros, only started last night, but here goes.

I created a particle system and hooked in a VDBVoxel node.

Recorded macro of duplication of voxel node. Ran replay repeat and set the number of nodes required for number of frames output.

Recorded a second macro of move next frame by 1 and 'freeze to mesh' command. I have to limit this macro to this, due to the issue described below.

This is the sticky point. I can't seem to get a macro that would move down one voxel in the item list order of duplicates to use a replay repeat that would include the move 'next frame by 1' and 'freeze to mesh command'.

The workaround is crude at the moment as I'm no script dude. I have hotkeyed the replay macro command and because I'm an old school ZX81, Spectrum keyboard basher can use down arrow key and hotkey and fly down the list to generate an actual .obj progression of the particle simulation.

This .obj sequence could be later loaded into LW and then rendered with Octane.

Anybody want to add in on this? I've got quite far, that final hurdle only and I'm sure the .obj sequence numbering as well so it's readable in LW.

This is just some fun or maybe headache, any input could be shared openly for all on here!!

Luc_Feri
10-18-2017, 04:10 AM
I've tried plenty of macro commands for the final bit but MODO seems to number the new voxel nodes in a non sequential manner if you look into command history. Other workarounds I try, it's like the program is trying it's best to not let me automate it!!!

To record simple macros is a piece of cake. Works well for duplication, some reordering of numbering of the voxel node list in tree is needed, very random node sometimes drops to bottom of list, not multiples of 1, 11 or 2, 22 getting out of order, rather random!!

The move next frame by 1 and freeze to mesh macro works a treat, no problem. It's working because each duplicated node is automatically wired into the particle system as source. Your literally going down the list of nodes, moving a frame, freezing current mesh and it gets dropped and unconnected from particle system and is now geometry.

The workaround is crude manually to down arrow and repeat macro as above, BUT, you'd be surprised how quickly you can fly down a list and keep hotkeying.

Luc_Feri
10-18-2017, 04:19 AM
#LXMacro#
schematic.toFront VDBVoxel027 group024
select.node schmNode028 set schmNode028
item.duplicate true locator false true
select.node schmNode028 remove schmNode028
schematic.toFront VDBVoxel018 group024
item.setType mesh locator


These are some macro commands, not my working macro script but a copy of interal commands. The type of labelling MODO uses and you can see the voxel numbers and group numbers. They all generate on duplication rather randomly, each node number or group could increment ever three numbers, so group 24,27,30, it seems random.

Luc_Feri
10-18-2017, 06:02 AM
Oh and a bonus trick for you.

You can wire your VDBvoxel into a surface particle generator to capture the form in points also.

138332

Luc_Feri
10-19-2017, 04:28 AM
If I find a fully automated workflow, I may share with you, I might not though................

creacon
10-19-2017, 04:47 AM
Can you explain exactly what you're trying to achieve? Emit particles and mesh them?

creacon


If I find a fully automated workflow, I may share with you, I might not though................

Luc_Feri
10-19-2017, 05:00 AM
Can you explain exactly what you're trying to achieve? Emit particles and mesh them?

creacon

Read the first post again, MODO voxelises particles, outputs VDB's. People on here have LW and MODO, quite a few. But they also buy Houdini Indie and all these plugins when they might be able to find a workaround using the MODO/LW tools they already have.

It was just sharing information, tests and nothing more, I'm not trying to achieve anything other than to save people a few 's. Nothing else.

However should I as a hobbyist give away all my hours of testing to let some other mugs BS me and do this for the love of it. No no more...............

creacon
10-19-2017, 05:10 AM
I don't exactly see what your answer has to do with my question?
I am asking because I have my own plugin that simulates in LW, and uses OpenVdb for meshing.
The solutions that Steve Hurley is working on and Darkchief probably use the exact same pipeline.
Or in other words, you can already use OpenVDB in LW.

creacon




Read the first post again, MODO voxelises particles, outputs VDB's. People on here have LW and MODO, quite a few. But they also buy Houdini Indie and all these plugins when they might be able to find a workaround using the MODO/LW tools they already have.

It was just sharing information, tests and nothing more, I'm not trying to achieve anything other than to save people a few 's. Nothing else.

However should I as a hobbyist give away all my hours of testing to let some other mugs BS me and do this for the love of it. No no more...............

Luc_Feri
10-19-2017, 05:28 AM
I answered your question!! I said I'm not trying to achieve nothing, just hints and tips.

As you said, 'I have my own plugin that simulates in LW'. What plugin? Did it cost you extra money? Did you create this plugin?

What about the creation of the VDB simulation, the very particle simulation itself, that is what I'm talking about. MODO's particle system is reasonable, not amazing, the VDB voxels can be output from MODO but not by an official route or plugin.

I'm talking vanilla LW, no plugins needed, just trying to save people extra money so they DON'T have to buy Hurleys or Darkchiefs plugins if they already own MODO.

creacon
10-19-2017, 05:57 AM
Good luck.

creacon

Luc_Feri
10-19-2017, 06:04 AM
Good luck.

creacon

Ha, LOL. I answered everything you asked.

You didn't even answer my question?

'As you said, 'I have my own plugin that simulates in LW'. What plugin? Did it cost you extra money? Did you create this plugin?'

Forums, by christ.

hrgiger
10-19-2017, 09:28 AM
I would like a pfx exporter for modo because the particle tools are a lot better in modo and i would like to use them with the volumetrics in lw next. I mean you know, if that is ever going to be released.

Ztreem
10-19-2017, 09:54 AM
I would like a pfx exporter for modo because the particle tools are a lot better in modo and i would like to use them with the volumetrics in lw next. I mean you know, if that is ever going to be released.

Cant modo export openvdb files?

Luc_Feri
10-19-2017, 11:43 AM
I would like a pfx exporter for modo because the particle tools are a lot better in modo and i would like to use them with the volumetrics in lw next. I mean you know, if that is ever going to be released.

I think it's just .csv ins't it that can be exported for the particle data only? I think the particle tools are ok in MODO and yes also look forward to LW Next and volumetrics etc.

- - - Updated - - -


Can’t modo export openvdb files?

Nope. Why else would I need to write a macro script if I could just export the openvdb file. :D

hrgiger
10-19-2017, 01:12 PM
I think it's just .csv ins't it that can be exported for the particle data only? I think the particle tools are ok in MODO and yes also look forward to LW Next and volumetrics etc.



Well I can run the particles in dynamic simulations, I can use modifiers on them, sculpt their paths with sculpting brushes, constrain them to curves, use them as instance sources in dynamics....I'd say they're more than just 'ok'. But I've tried different formats but not been able to get particle motion from Modo back into LightWave. I'm just getting into scripting so maybe I'll come up with something eventually.

Ztreem
10-19-2017, 02:54 PM
Maybe you can use this technique from modo to Lightwave?
https://vimeo.com/21617994

hrgiger
10-19-2017, 04:49 PM
Thats pretty good actually ztreem, thanks. Think i can work with that.

Luc_Feri
10-20-2017, 07:47 AM
MODO particle sims are way better than lightwave that's for sure and yes you can do a lot with some of the features you mentioned. I haven't tried particle sculpting in a while, the first time it landed was a joke because performance was woeful, a careful eye like mine spotted this on luxology's own demo of the damn tool, didn't cover up the herky jerkiness, they tried to be sly and I spotted it. Wasn't suprised when I tried the tool it was jerky slow as heck, just like the contour tool when that landed. They billed that as a possible retopo type thing, performance sucked.

701 was a funny one, I think that was the big particle hurah and it was the most crash fest version of MODO I ever owned 701.

It's nice to see that stability now and usability.

I have found an angle to explore for my macro script with the final issue I had. I can get the script to automate all duplicates, frame moves and then freeze mesh on an entire frame range. Just that final issue as the voxel node conversion has either been a duplicate of the original mesh from first frame or the frozen mesh is an empty mesh.

hrgiger
10-20-2017, 09:28 AM
Don't focus on what was so much Luc and only what is. Stability suffered a lot between 601 through the 901 series but for the most part that's a behind us. Performance is still an issue but that is getting better. 11. 2 will be out maybe in a few weeks, maybe another month (someone said November so not exactly sure) so I would say take a look and see just how much work has gone into the 11 series . I mean, I could focus a lot on what past horrible things LW has gone though and still is but I'm only focused on what I can work with now and what is being improved. Modeler is a lost cause in my opinion but they can still turn things around if they make the right changes in Layout.

Over
10-20-2017, 05:24 PM
I have had the time to go deep into Modo now, and for the things I need Modo I could use more stability and performace for sure.

I dont know if the same is happening to you, but working with a somehow big object (many mesh items) that has several UV maps Modo crashes sometimes when I start hidding geometry to unclutter the work space. If I try to triple a poly (ngon) the process may take from 5 seconds to the app become not resposive at all. Lightwave do all these things instantly. Modifing the mesh can become a pain sometimes were even an scale op is quite slow. The fun thing is that it happens when using the tool handles only, when using the numeric panel things are smoother. Real time render preview is slooooow, LW VPR is better to visualize changes in big objects. Id like to add that I have a strong PC.

Sorry if this is a bit OT, but I see that you were talking about stability and performance. I have no use for particles systems. My main interest(and needs) in 3D apps is modeling/UV capabilities and performance. Animations are important too, but I have to do all those in Max, so the problems Modo may have when animating related to performance are not a deal breaker to me anyway.

hrgiger
10-20-2017, 11:29 PM
I have had the time to go deep into Modo now, and for the things I need Modo I could use more stability and performace for sure.

I dont know if the same is happening to you, but working with a somehow big object (many mesh items) that has several UV maps Modo crashes sometimes when I start hidding geometry to unclutter the work space. If I try to triple a poly (ngon) the process may take from 5 seconds to the app become not resposive at all. Lightwave do all these things instantly. Modifing the mesh can become a pain sometimes were even an scale op is quite slow. The fun thing is that it happens when using the tool handles only, when using the numeric panel things are smoother. Real time render preview is slooooow, LW VPR is better to visualize changes in big objects. Id like to add that I have a strong PC.

Sorry if this is a bit OT, but I see that you were talking about stability and performance. I have no use for particles systems. My main interest(and needs) in 3D apps is modeling/UV capabilities and performance. Animations are important too, but I have to do all those in Max, so the problems Modo may have when animating related to performance are not a deal breaker to me anyway.


Well it is a bit off topic but there are certainly bottleneck issues in Modo that need addressed. And if Modo were more similar to LightWave with those performance issues that would be a deal breaker for me but when I consider all the things I can do in Modo that I can't do in LightWave, it evens out and I come out ahead. I also know that Animation is just one part of performance they're working on so I hope to see more improvements in the 12 series.

Luc_Feri
10-23-2017, 04:53 AM
Don't focus on what was so much Luc and only what is. Stability suffered a lot between 601 through the 901 series but for the most part that's a behind us. Performance is still an issue but that is getting better. 11. 2 will be out maybe in a few weeks, maybe another month (someone said November so not exactly sure) so I would say take a look and see just how much work has gone into the 11 series . I mean, I could focus a lot on what past horrible things LW has gone though and still is but I'm only focused on what I can work with now and what is being improved. Modeler is a lost cause in my opinion but they can still turn things around if they make the right changes in Layout.

Yes it has got very stable now, my 10.2v2 is very stable. I haven't got v4, I think the only updates in those point release is the ability to online verify license. Urghh no thanks foundry, I've read plenty of issues on this log in thing, not for me.

Don't worry about any off-topic talk, feel free to jaw back and forth. It keeps the thread bumped, LOL. :D

hrgiger
10-23-2017, 10:17 AM
Ive been using the login license this year without issue on two machines going through several different beta versions.

hrgiger
10-25-2017, 02:45 AM
A friend wrote a alembic to pfx converter so i now have a way to get my modo particles into lightwave.

Luc_Feri
10-25-2017, 05:40 AM
A friend wrote a alembic to pfx converter so i now have a way to get my modo particles into lightwave.

All good enjoy!!