Search found 11 matches

by DanCaldwell3D
Tue May 26, 2020 4:09 am
Forum: General Discussion
Topic: Octane 2020.1 documentation
Replies: 4
Views: 1494

Octane 2020.1 documentation

Hi there,

I'm just wondering when the documentation for Octane Standalone will be updated to match the latest release. Also, when will documentation for the various plugins be updated - the Modo plugin for example still has docs back at version 3.08.1. It would be nice to not have to ferret around ...
by DanCaldwell3D
Thu Mar 05, 2020 2:58 am
Forum: Octane for Unity
Topic: UFO demo scene seems slow
Replies: 2
Views: 4984

Re: UFO demo scene seems slow

As a user of Octane outside of Unity I thought the same thing, and thought that maybe it was Unity's interface slowing things down or something.

So I exported the scene as an ORBX to render it in Octane Standalone, and.... it took the same amount of time! :) I guess it's just a slow scene to render ...
by DanCaldwell3D
Thu Jan 30, 2020 11:55 am
Forum: General Discussion
Topic: Using procedural noise to drive volume density
Replies: 6
Views: 2938

Re: Using procedural noise to drive volume density

Ohhh i see.. Thanks Beppe, I didn't know random walk SSS was required for the effect! I'll include screenshots next time.

So if I understand correctly, does this mean that scattering and absorption can only be a single colour for Octane materials pre 2020 builds?

Thanks
by DanCaldwell3D
Wed Jan 29, 2020 2:51 pm
Forum: General Discussion
Topic: Using procedural noise to drive volume density
Replies: 6
Views: 2938

Re: Using procedural noise to drive volume density

Thanks for your advice, aoktar. I finally got around to trying it out and.. it doesn't work :(

I have linked a ridged fractal procedural to the scattering input of a volume medium, which is linked to the medium input of a specular material which has transmission set to 1 and IOR set to 1 as well ...
by DanCaldwell3D
Mon Jan 20, 2020 2:21 am
Forum: General Discussion
Topic: Using procedural noise to drive volume density
Replies: 6
Views: 2938

Re: Using procedural noise to drive volume density

Thanks I'll give it a try!

Cheers
by DanCaldwell3D
Sat Jan 11, 2020 4:15 pm
Forum: General Discussion
Topic: Using procedural noise to drive volume density
Replies: 6
Views: 2938

Using procedural noise to drive volume density

Hi everyone, happy 2020!

I was looking at the post regarding the 2020.1 beta release, and I saw an image there which seems to show a volumetric cube with a wispy cloud type effect driven by a procedural texture (its under the native C4D noise support section)

I want to know how I can set this up ...
by DanCaldwell3D
Tue Dec 17, 2019 2:00 am
Forum: Foundry Modo
Topic: Multiple Octane materials in one workspace
Replies: 3
Views: 2280

Re: Multiple Octane materials in one workspace

Thanks for the response Paul, I didn't think to use a single node to control multiple materials! Very handy.

I was thinking more along the lines of being able to do everything on one screen, similar to how you can do on Slate in 3ds Max, for example. If say there are multiple image maps going to ...
by DanCaldwell3D
Tue Dec 17, 2019 1:48 am
Forum: General Discussion
Topic: Octane leaf material
Replies: 15
Views: 6226

Re: Octane leaf material

Thank you so much Beppe, exactly what I was looking for!

Cheers
by DanCaldwell3D
Mon Dec 16, 2019 1:56 am
Forum: General Discussion
Topic: Octane leaf material
Replies: 15
Views: 6226

Octane leaf material

Hi all,

I'm trying to create an Octane leaf material and having some difficulty.

Currently I'm using a Universal material, with the diffuse map connected to both Albedo and Transmission, with a color correction node between the map and Transmission to control hue, strength etc. which works okayy ...
by DanCaldwell3D
Mon Dec 16, 2019 1:31 am
Forum: Foundry Modo
Topic: Multiple Octane materials in one workspace
Replies: 3
Views: 2280

Multiple Octane materials in one workspace

Hi peeps,

Does anyone know if there is a way to have multiple or all my octane override materials in the one workspace, instead of having a separate workspace for each material?

The reason why is so I can select multiple similar nodes and gang edit their properties (ie. changing 15 materials ...

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