I haven't put it through its paces, but I do know the Modo renderer is more than capable. I think most requests of this kind come from familiarity. VRay users want to keep using VRay, because they're familiar with it, and want to hit the ground up and running. I totally understand that. However, for those working OOTB, I think Modo will prove up to the task. I'll have to try it out myself... Soon :-).
Sergio Muciño. Sent from my iPad. > On Apr 25, 2014, at 3:47 PM, Greg Punchatz <g...@janimation.com> wrote: > > I hear a lot of requests for 3rd party rendering in modo, what are the > limitations of modo's render engine that have people looking for other render > engines? Does it not scale well? I would love to know its drawbacks. > > I have seen nothing but impressive images and demos from modo, but the only > thing keeping me from digging into it was the lack of nodes. > > I love me some Arnold, but I also like the the idea of filling up our farm > with modo licenses for a fraction of the cost. > > >> On Fri, Apr 25, 2014 at 2:38 PM, David Rivera >> <activemotionpictu...@yahoo.com> wrote: >> Yes you can. Basically anyone comming from the 2d animation world would be >> glad with this. I keep saying: Southpark with revamp worflow for 3D. >> >> >> >> David Rivera >> 3D Compositor/Animator >> LinkedIN >> Behance >> VFX Reel >> On Friday, April 25, 2014 2:23 PM, Greg Punchatz <g...@janimation.com> wrote: >> I am assuming you can off set keys afterward? If not, it would be too >> limiting. >> >> >> On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling >> <sebastien.sterl...@gmail.com> wrote: >> But is it a completely parallel system to curves ? or can you tweak curves >> later ? not sure how this would work with gimble otherwise, unless you >> keyframe it into the ground. >> >> >> On 25 April 2014 18:40, Jordi Bares <jordiba...@gmail.com> wrote: >> The difference imho is equivalent to modelling pulling vertices to zbrush >> sculpting. It is the state of mind in which you start thinking about poses, >> blocking, refinement of animation as a sequence of clear steps rather than a >> soup of keyframes. >> >> In the sense that an animator does not need to open an curve and worry about >> slopes but only timing and pose, this is imho a completely revamp of how >> things should be done and I would bet money if you put a true animator (2d >> trained with years of experience) the result till blow you mind. >> >> My God I have been waiting for this… Finally! >> >> It is clear the combination for me is modo+houdini… >> >> Jordi Bares >> jordiba...@gmail.com >> >>> On 25 Apr 2014, at 18:20, Norbert Kiehne <softim...@norbert-kiehne.de> >>> wrote: >>> >>> Hmmm, maybe I am missing something here, but what is the difference to >>> selecting all your controls and using the dopesheet or meta curve region/ >>> animation editor to change the timing and spacing of your animation? >>> >>> >>> >>>> On 25.04.2014 18:56, Jordi Bares wrote: >>>> I would say this is a game changer, just give it to a _real_ character >>>> animator (traditionally trained) and I would bet you the output will be >>>> amazing. >>>> >>>> Jordi Bares >>>> jordiba...@gmail.com >>>> >>>>> On 25 Apr 2014, at 17:43, David Rivera <activemotionpictu...@yahoo.com> >>>>> wrote: >>>>> >>>>> Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the >>>>> new animation worflow in Modo 801. >>>>> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking >>>>> "south park 2D" and regular 3D animation >>>>> with this workflow? >>>>> >>>>> Modo801 - New Animation worflow >>>>> >>>>> ps: video is just uploading. Should be up around 15 more mins. >>>>> >>>>> >>>>> >>>>> >>>>> Modo801 - New Animation worflow >>>>> >>>>> View on youtu.be >>>>> Preview by Yahoo >>>>> >>>>> >>>>> >>>>> David Rivera >>>>> 3D Compositor/Animator >>>>> LinkedIN >>>>> Behance >>>>> VFX Reel >>> >>> -- >>> Norbert Kiehne >>> Senior 3D Artist >