Why do all materials change to glossy?

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Why do all materials change to glossy?

Postby adiarc » Wed Aug 31, 2011 9:06 am

adiarc Wed Aug 31, 2011 9:06 am
I did a search but didn't find anything on this. My problem is that when I export a scene from Blender (2.59) to Octane (2.49b) with exporter (1.0.9 or 1.1.0), almost all materials turn into glossy materials. In my current project all but one material turned glossy. Most of them then need to be changed back to diffuse one by one in Octane. This is a problem when there are tens of materials.

I just tried exporting the same scene from Blender 2.49 to Octane 2.46b, and maybe half of the materials turned glossy.

In the Blender exporter all materials are glossy as default, and I tried changing them to diffuse in the exporter but this didn't make any difference.

Any ideas what to do? Thanks.
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Re: Why do all materials change to glossy?

Postby Alain » Wed Aug 31, 2011 10:54 am

Alain Wed Aug 31, 2011 10:54 am
Had the same problem with Blender 2.5x.

Can't explain it as well.

Maybe you should post it in the Blender 2.5x Exportscript thread ?
viewtopic.php?f=32&t=5662

Kind regards
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Re: Why do all materials change to glossy?

Postby steveps3 » Wed Aug 31, 2011 11:16 am

steveps3 Wed Aug 31, 2011 11:16 am
You will need to set the specular value to zero if you want the material to be diffuse. Any amount of specular relates to a glossy material.
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Re: Why do all materials change to glossy?

Postby adiarc » Wed Aug 31, 2011 5:56 pm

adiarc Wed Aug 31, 2011 5:56 pm
Alain: Yes, I think I'll post this there too.

steveps3: Not sure if you got the point. If I have to do a change in the settings of each material, I can as well just change each material from glossy to diffuse. But the point is how to get the materials export properly so that I don't have to make one same material setting change in all the materials.
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Re: Why do all materials change to glossy?

Postby pixelrush » Wed Aug 31, 2011 7:30 pm

pixelrush Wed Aug 31, 2011 7:30 pm
In other words you would prefer a threshhold of say 25 for spec > diffuse in Blender rather than zero, or perhaps a level that can be set in the exporter ui by slider. I think this would be easy enough to do. Best put a request in Lionels recent thread asking about stuff for the next version. I guess you should test hardess as well. No doubt in the future Octane will have more shader types too so it might be handy to sort out a convenient conversion strategy. The zero now is a bit inconvenient I agree.
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