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
> 

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