If the Modo Shader Alpha Type = “Shadow Catcher” create:
Octane Diffuse Material
- “Matte” = Enabled
Otherwise
If the Modo Transparency Amount > the Specular Opacity Threshold (in the Preferences) create:
Octane Specular Material
- “Index” = Modo Transparency -> Refractive Index
- "Roughness” = Modo Transparency -> Refraction Roughness
- "Dispersion Coefficient” = Modo Transparency -> Dispersion
Otherwise
If the Modo Specular Color and Modo Reflection Color are both black create:
Octane Glossy Material (acting as a diffuse material)
- “Diffuse” = the texture map if there is a Modo Diffuse Effect Image, otherwise it’s the Modo Diffuse Color * Diffuse Amount
Otherwise create:
Octane Glossy Material
- “Diffuse” = the texture map is there is a Modo Diffuse Effect Image, otherwise it’s the Modo Diffuse Color * Diffuse Amount
- “Specular” and “Index” = Calculated from the Modo material Specular Amount, Specular Fresnel, Specular Color, Reflection Amount, Reflection Fresnel and Reflection Color
- “Roughness” = Modo material Roughness
- ”Smooth” = Enabled if the Modo Material Smoothing = 100%
- “Bump”, “Normal”, “Specular” and “Opacity” use the appropriate texture map if there is one in the Shader Tree (the same way as Diffuse above)
I took what was in the manual and tried to make it easier to digest and possibly open it for discussion. Since modo and octane don't really speak 100% analogous languages, it can get quite confusing how the shaders are being converted, and my hope is that this helps clarify for other people like me, who didn't immediately "get" what the manual was saying.
Paul, I made some (hopefully correct) corrections. Since it's not a mac/win topic, I thought it would be nice to put this in it's own thread for discussion - in case anyone cares.
If there are any errors in what I put above, I'm happy to correct it.