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Blender to Octane materials

PostPosted: Fri Jan 29, 2010 9:50 pm
by tommy5
Hi,
if you use Octane demo and Blender, you might want to set blender materials to get the desired materials in octane.
so here are some tips (all setting in blender exporter and octane importer are default):

- to get diffuse material, set specularity value to zero, and choose color that u want
- to get specular material slide index of refraction ;) IOR above 1.0 (and spec above 0.0)
- in every other situation you will get glossy material, see picture for settings that affect material
- to get textures, best way is to unwrap your model and apply image in UV/image editor, test it with Alt+Z, you can even leave it without material.
You can have multiple images (not UV coordinates) on single mesh.


If you want to get more, you can edit obj/mtl file in text editor, here is little help:
Code: Select all
newmtl material_name
Ka  0.1 0 0      # ambient values                    -> its ambient color in world setting multiplied with Amb slider
Kd  1 0 0        # diffuse values                    -> Ref slider in Shaders panel multiplied by color
Ks  1 1 1        # specular values                   -> Spec slider in Shaders panel multiplied by spec color
Ns  10           # sharpness of specular highlight   -> Hard slider in Shaders panel (roughness in glossy mat in octane)
map_Ka test.jpg  # texture map file name
d  0.5           # transparency amount               -> Alpha slider (reflection in specular mat. in octane)
Ni  1.33         # index of refraction               -> IOR slider   (index in specular mat. in octane)
lum 1            # illumination model.
illum = 1 no specular highlights, illum = 2 light normaly

note that Octane may read them in different way, and have some own settings...
like roughness is converted from blender range (1-511) to octane range (40-10000)

tommy5
cheers!

Re: Blender to Octane materials

PostPosted: Fri Jan 29, 2010 10:22 pm
by radiance
how i about i add more import options to our OBJ import preferences panel,
and add a preset system where you can store profiles.

then people on the forums can help to make the perfect profiles for different apps,
and i include them in the application as built-in presets ?

Radiance

Re: Blender to Octane materials

PostPosted: Fri Jan 29, 2010 10:38 pm
by James
May I move this to resources?

Re: Blender to Octane materials

PostPosted: Fri Jan 29, 2010 10:49 pm
by tommy5
@james: sure!

@radiance: presets will be great!
btw, dont know how difficult and time consuming is to change/work on OBJ parser, and what long term goal is? to have Octane puged into host apps's via plugins?

tnx!

Re: Blender to Octane materials

PostPosted: Mon Feb 01, 2010 6:22 pm
by havensole
Thanks for the info tommy. That really will help how long it takes me to to setup a scene in Octane. It is kind of a pain when one has quite a few materials in the scene. I am curious how the RIB import will work as materials are often tweaked when brought into Octane and it wouldn't make sense to have to go through every frame in an animation to edit the materials. Granted I have only done a little work with RIB and blender and So I might be talking crazy talk. :)

Re: Blender to Octane materials

PostPosted: Tue Feb 02, 2010 12:54 am
by harrisyu
How about make some TAG in .OBJ file,and we can build script to setup all the parameters that octane need and export?
Or a script system for octane,is more flex to import everything. :D

Re: Blender to Octane materials

PostPosted: Tue Feb 02, 2010 9:26 pm
by tony
Hi:

You can tell me how to do in blender for octane:

- Curtain material

- Applying alpha channel. eg tree leaf

Thank you.

Re: Blender to Octane materials

PostPosted: Tue Feb 02, 2010 9:43 pm
by Sam
Tree leaf use alpha maps
Alpha maps are soon in Octane but not yet available

For curtain you use alpha maps and single sheet SSS (for realistic curtains)
Same thing, alpha maps are not in Octane yet, SSS too is not in Octane yet