Blender to Octane materials
Posted: Fri Jan 29, 2010 9:50 pm
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:
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!
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!