OctaneRender® for Poser beta - build 1.02r [OBSOLETE]

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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby face_off » Mon Jan 28, 2013 7:19 pm

face_off Mon Jan 28, 2013 7:19 pm
Hi Badmilk - pls see question 16 on the FAQ http://render.otoy.com/forum/viewtopic.php?f=45&t=25352.

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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby petermax » Sat Feb 02, 2013 4:58 am

petermax Sat Feb 02, 2013 4:58 am
Not sure if that has been addressed in the latest version, but if I assign a number of figures to a grouping and make the grouping invisible, then Octane still reads all the figures materials, should disregard the those attached to an invisible grouping.

Also have there been changes to the materials? I'm trying to load various gold materials via the live db and they're all turning out black?

I'm also trying to load some materials saved with version 1.01e. They no longer work?
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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby face_off » Sat Feb 02, 2013 6:08 am

face_off Sat Feb 02, 2013 6:08 am
Hi Peter

Not sure if that has been addressed in the latest version, but if I assign a number of figures to a grouping and make the grouping invisible, then Octane still reads all the figures materials, should disregard the those attached to an invisible grouping.

This is an issue I have raised with Smith Micro and there is an issue where "Visibility" does not propagate down the hierarchy - so setting the group to invisible makes all the sub prop/figure invisible in the Poser window - but PoserPython reports the visibility of the prop/figure as "visible". The workaround is to set the visibility of items via the Hierarchy window.

Also have there been changes to the materials? I'm trying to load various gold materials via the live db and they're all turning out black?

This shouldn't happen. Does the LiveDB material look OK in the Material Tab tree?

I'm also trying to load some materials saved with version 1.01e. They no longer work?

They should work - although 'e' was quite a while back. Are you getting an error?

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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby t_3 » Sat Feb 02, 2013 6:24 am

t_3 Sat Feb 02, 2013 6:24 am
sorry for breaking in here ;)

the material issue is caused by the new glossy bdrf model and in particular by the changed default value for the glossy index, which is now 1.3 instead zero. this affects all plugins and the standalone also until otoy provides a fix. to work around it, for older materials which were made for a zero index value, you only need to set the glossy index to zero again (true for about 99% of the live db materials)...
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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby face_off » Sat Feb 02, 2013 6:29 am

face_off Sat Feb 02, 2013 6:29 am
the material issue is caused by the new glossy bdrf model and in particular by the changed default value for the glossy index, which is now 1.3 instead zero. this affects all plugins and the standalone also until otoy provides a fix. to work around it, for older materials which were made for a zero index value, you only need to set the glossy index to zero again (true for about 99% of the live db materials)...

For backward compatibility, the plugin is setting the index to 0. However you could be right and something is amiss with the system on Peter's materials. Definitely worth Peter checking this out.

Paul
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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby mlru » Mon Feb 04, 2013 11:50 am

mlru Mon Feb 04, 2013 11:50 am
I had a message when trying to re-import a mixed material to a node that already had a mixed material assigned.
Said something like "Can't import, there's already a diffuse texture assigned" - or so.
(Sorry, I'm not at my render PC at the moment, but I can check back this evening)
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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby face_off » Mon Feb 04, 2013 8:43 pm

face_off Mon Feb 04, 2013 8:43 pm
Hi Uwe - that sounds like the msg you get when you try to "retain texturemaps" which there is more the one diffuse map. You cannot import a material with 2 texturemaps plugged into the diffuse and "retain texturemaps", because the node structure being imported has 2 image maps, whereas there is only one image map being retained.

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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby mlru » Tue Feb 05, 2013 8:18 pm

mlru Tue Feb 05, 2013 8:18 pm
Ah, I see. I did have only one map in the diffuse channel, but it was in combination with a color value.
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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby petermax » Tue Feb 05, 2013 8:19 pm

petermax Tue Feb 05, 2013 8:19 pm
t_3 wrote:sorry for breaking in here ;)

the material issue is caused by the new glossy bdrf model and in particular by the changed default value for the glossy index, which is now 1.3 instead zero. this affects all plugins and the standalone also until otoy provides a fix. to work around it, for older materials which were made for a zero index value, you only need to set the glossy index to zero again (true for about 99% of the live db materials)...


this worked, for some reason a lot of the materials don't have the index set to 0, so they come out wrong

Also Poser will not save the sun settings. Even if I just close the Octane window and re-open I will always lose the sun directions and will have to redo them?
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Re: OctaneRender® for Poser beta - build 1.02r [TEST]

Postby face_off » Tue Feb 05, 2013 9:34 pm

face_off Tue Feb 05, 2013 9:34 pm
Ah, I see. I did have only one map in the diffuse channel, but it was in combination with a color value.

"Retain existing texturemaps" will still work where there is a texturemap mixed with an RGBspectrum (as you have in your case). It's only the case where there are two texturemaps mixed/multipled that the "Retain existing texturemaps" cannot be done, since it won't know which map to use.

Also Poser will not save the sun settings. Even if I just close the Octane window and re-open I will always lose the sun directions and will have to redo them?

The sun direction is always overridden by the Infinite light direction (that light will be called "Daylight"). So the sun direction is being saved, but when you reload, the "Daylight" light direction. I will modify the plugin so that if there is a "Daylight" infinite light in the scene, the "sundir" sliders cannot be moved.

Paul
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