OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby mlru » Tue Dec 11, 2012 9:28 am

mlru Tue Dec 11, 2012 9:28 am
Here's what I've got until now:
Yes, the transmission is crucial, and I found, I even need a SSS map because not all areas of the skin have the same transmission (lips, ears - more, legs, arms - less, you get the picture). I multiplied the map with a pale red. You might get away with a transmission color only, but that might increase the 'waxy' feeling because of the more equal distribution.
Based on this I came to the medium settings of
absorption:0, scattering:0.09, direction:0.8 and scale:1000
which would mean a scattering depth of 9 mm, what seems quite reasonable to me.
Direction goes more to +1 because we want the light to travel through and not reflected.
I didn't use absorption at all, because it only decreases the effect.
I guess, the scattering value and the transmission color can be tweaked a little more, but I'd say, it's a good start.

Tell me what you think.

Regards, Uwe
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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby mlru » Tue Dec 11, 2012 9:33 am

mlru Tue Dec 11, 2012 9:33 am
Oh, and a scalable Setup window REALLY would come in handy ;)
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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby face_off » Tue Dec 11, 2012 9:34 am

face_off Tue Dec 11, 2012 9:34 am
Yes Vincent - I am a big fan of wine :-) I'll port your render on the facebook page - it looks awesome!

just tried the new version, i works well but it seems to be a problem with the octane viewport refreshing ( ie when you save a picture, the render resets, and in some other case too apparently, like with materials operations, viewport window dragging, or GPU selecting). I don't remember the previous version behaviour but i gather it didn't do that.

I haven't seen a case where saving a render would reset the render samples. If you adjust any of the Octane settings, the render will restart (just like in OctaneRender Standalone). The only time this doesn't happen is with resizing the viewport if the resolution lock button is active, or when adjusting "imager" settings. All other changes will result in a render restart (which is what should happen).

I had some trouble with copy/paste ( with mouse) materials but not sure it is a plugin failure, it worked, but not every time... strange... prehaps a the scene i worked with...

If you ever have a problem like this again, copy a node, then check the octaneplugin.log file, and you should see the tree path of the copied node as the last entry. Then if you paste, you'll see more debug info in the log, so you can see what's happening behind the scenes. That might help work out the issue you are having.

For color picking, it would be perhaps interesting to smooth the process, actually it is still a little bit confusing with the spacebar system but the principe is good to my opinion ( an overlay colored panel with instant refresh would be so great, i know you know :) )

Yes, the spacebar is clunky. It was the most functionality I could cram into a small amount of time I had available, so I can refine it over time. It would be easy to spend days tweaking the color picker, but I'd rather work on other functionality it this point.

For the mouse tweaking, i'm not absolutly convinced but there is a good way to dig: the most-fastest acces tweaking appears to me still the strenght to optimize, perhaps another way is possible...should it be possible to directly open the first level of a material when poser--viewport clicking: a gain of 1click... (like the 3 clicks rule for web-site creation...)

Do you still plan to include the copy/paste material ?

This already happens - if you go into the Poser Material Room, and select a Poser material, it automatically selects the Octane material in the Material tab. Is that what you meant?

Do you still plan to include the copy/paste material ?

I implemented Ctrl-C/V for copy/paste, but it was confusing to the user, so I have removed it for the moment. At the moment, if you click a tree item, the text entry (in the lower box) is automatically selected. So the Ctrl-C gets picked up in that box - so did the user mean to copy the node into the plugin clipboard, or the edit text into the Windows clipboard? Then for Ctrl-V, if it's a material it needs another menu to determine whether to copy texturemaps or not. For pasting, you have to select the node anyway, so rightclick does the select and brings the menu up with one click.

Would a better option be to simple have copy/paste at the top of the rightclick menu instead of the bottom?

Paul
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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby face_off » Tue Dec 11, 2012 9:44 am

face_off Tue Dec 11, 2012 9:44 am
Interesting Uwe. And yes, a very good start. I assume you've seen http://poserphysics.blogspot.com/2012/11/octanerender-sss-skin-shader.html?

Direction goes more to +1 because we want the light to travel through and not reflected.

I only did studies with frontal and side lights - not back lights. In those cases, I didn't find any difference between -1, 0 and 1 for direction. However the reflected light should be as important as the backlight - so I thought 0 would be the best for the direction.

absorption:0, scattering:0.09

I found with absorption at 0, there can be a buildup of light inside the mesh - which is what is happening in her nose. Again, I'm not expert, but I found you need the absorption near the scatter value so that the light doesn't scatter forever.

Yes, the transmission is crucial, and I found, I even need a SSS map because not all areas of the skin have the same transmission (lips, ears - more, legs, arms - less, you get the picture).

Yes, transmission is vital. Either pure red, or the diffuse texturemap. I havn't used an SSS map yet - but yes, I think it's needed. I had a lot of trouble where the correct SSS settings for V4's face make her hands glow bright red if there was a side light :-)

Paul
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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby face_off » Tue Dec 11, 2012 9:45 am

face_off Tue Dec 11, 2012 9:45 am
Oh, and a scalable Setup window REALLY would come in handy ;)

It's pretty much at the top of the list of things to do :-)
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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby mlru » Tue Dec 11, 2012 12:48 pm

mlru Tue Dec 11, 2012 12:48 pm
face_off wrote:Interesting Uwe. And yes, a very good start. I assume you've seen http://poserphysics.blogspot.com/2012/11/octanerender-sss-skin-shader.html?

Yes, it's a pretty similar approach as I usually use in the stand-alone version (from which I derived my Poser-plugin settings).

face_off wrote:
Direction goes more to +1 because we want the light to travel through and not reflected.

I only did studies with frontal and side lights - not back lights. In those cases, I didn't find any difference between -1, 0 and 1 for direction. However the reflected light should be as important as the back light - so I thought 0 would be the best for the direction.

Well, I politely have to disagree.
My impression is, that in most "usual" light conditions, be it sunshine, overcast or indoor radiance, SSS doesn't play a noteable role. I think SSS only really contributes in special cases like back-lighting, when the translucence of the tissue really becomes notable. If I look now on my skin, or that of the people around me, I really don't notice too much of a SSS.
So, if you have a more undirected scattering, you'll get the effect even under conditions where you wouldn't want it (i.e. resulting in reddish shadows on the skin, 'glowing' skin, wax-like look)
What really gets -back- reflected (esp on very pale parts of the skin) is the color of the subcutaneous tissue and blood vessels, but that has nothing to do with SSS, in my opinion.
I don't have the slightest clue how to implement a subcutane map in Octane :D, no matter the fact that I think this isn't needed. A good diffuse map can do that, too.

face_off wrote:
absorption:0, scattering:0.09

I found with absorption at 0, there can be a buildup of light inside the mesh - which is what is happening in her nose. Again, I'm not expert, but I found you need the absorption near the scatter value so that the light doesn't scatter forever.

That's exactly the function of the SSS-map. Being a floatimage, the brighter areas allowing more and the darker area allowing less or no scattering.
With a SSS-map the absorption value becomes obsolete (or better - HAS to stay 0.0).

I'll fine-tune my settings and test them under different light conditions and will post the results here.

Uwe
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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby vipvip » Tue Dec 11, 2012 4:39 pm

vipvip Tue Dec 11, 2012 4:39 pm
Ok Paul

i understand your reasons for copy/paste and other things...
Sure you'll find the better way to organise shortcuts ! For the top position for copy/paste,it is a good idea !

for "This already happens - if you go into the Poser Material Room, and select a Poser material, it automatically selects the Octane material in the Material tab. Is that what you meant?"
i just meant that when you select an object, actually, it selects automatically the material concerned ( which is great ! ) but just the level 0 ( see pict. attached), i propose you the same process but develop the 1st level of the material instead of keeping it 'closed': it just avoids to open it ( gain of 1 click ) -> hope you understand, here is a screen capture to illlustrate

Regards

Vincent
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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby vipvip » Tue Dec 11, 2012 4:43 pm

vipvip Tue Dec 11, 2012 4:43 pm
..and when there is only 1 material in the object, the must-have would be to develop directly the material tree, which become the 'level 1' ( picture attached)... if possible of course ;)
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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby face_off » Wed Dec 12, 2012 2:03 am

face_off Wed Dec 12, 2012 2:03 am
I have re-uploaded 1.00p - so if you are already on this version, pls redownload and install it for the following fixes:

- "Select Image File" now picks up all Poser files from all nodes in the Poser Materials (not just texture, bump and trans).
- Adjusted the width of the filenames in the "Select Image File" combo boxes (they are now shorter).
- When "color picking" from the color popup, all ok/cancel/etc buttons are disabled, so <space> or <enter> MUST be used to exit color pick mode
- Fixed issue where loading a pz3 file would sometimes not load the Octane materials that were previously saved

Paul
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Re: OctaneRender® for Poser beta - build 1.01d [OBSOLETE]

Postby face_off » Wed Dec 12, 2012 2:05 am

face_off Wed Dec 12, 2012 2:05 am
i just meant that when you select an object, actually, it selects automatically the material concerned ( which is great ! ) but just the level 0 ( see pict. attached), i propose you the same process but develop the 1st level of the material instead of keeping it 'closed': it just avoids to open it ( gain of 1 click ) -> hope you understand, here is a screen capture to illlustrate

Ah, so would like the Poser prop/Figure selected AND expanded (so you see all the prop/figure materials)? Keep in mind also that as you click more Poser props/figures, it will expand more of the tree making it look a little "messy".
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