OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Forums: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]
Smith Micro Software Poser (Integrated Plugin developed by Paul Kinnane)
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby Zay » Wed Nov 08, 2017 2:02 pm

Zay Wed Nov 08, 2017 2:02 pm
A clean install. Like a new fresh drive. Nothing has been installed before.
Win 7 64bit | 3.4GHz I7 | 64GB ram | 2x GTX 1080Ti - driver 388.13| Modo/ZBrush/Poser
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby wimvdb » Wed Nov 08, 2017 3:16 pm

wimvdb Wed Nov 08, 2017 3:16 pm
That is a petty, I thought that would be it: Another active python script interfering.

Does the previous plugin have the same problem?
Configuration: Windows 10 64bit Creators Edition, I7 6850K, 128GB, 2 GeForce 1080ti, P11 Pro SR6
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby Zay » Thu Nov 09, 2017 6:56 am

Zay Thu Nov 09, 2017 6:56 am
wimvdb wrote:That is a petty, I thought that would be it: Another active python script interfering.

Does the previous plugin have the same problem?


I just tried with v. 3.6.2.82. That one works! I get no errors.
There's some double clicking happening to get the checkbox checked, but I don't get any errors and I can edit the Nodegraph.
Win 7 64bit | 3.4GHz I7 | 64GB ram | 2x GTX 1080Ti - driver 388.13| Modo/ZBrush/Poser
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby face_off » Thu Mar 08, 2018 7:12 am

face_off Thu Mar 08, 2018 7:12 am
I have updated the Windows TEST build at the top of this thread with:

3.08.0.86 (8-Mar-2018)
- Compiled with Octane 3.08 RC1 (see https://render.otoy.com/forum/viewtopic.php?f=33&t=63219 for details)
- Added Toon and Metallic materials
- Toon shading only works in Camera Light toon lighting mode.
- You can use OSL Textures by changing the Material Node Type to a NodeGraph and then adding an OSL Texture
- Added Custom Lut pin to the Imager node. Load .cube file into this node
- Changed the plugin version number to make it clearer which Octane release it uses

I will post an OSX build once the OSX libraries are available from OTOY.

Thanks

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke, DAZ Studio
Pls read before submitting a support question
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby Erick » Thu Mar 08, 2018 6:07 pm

Erick Thu Mar 08, 2018 6:07 pm
Whoop whoop! Thank you for the update :D
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby wimvdb » Tue Mar 13, 2018 11:56 am

wimvdb Tue Mar 13, 2018 11:56 am
Thanks Paul!

Is there any sample out there which uses the anisotropic reflections? So far using it (with rotation) does not seem to make any difference with normal reflection (no difference from normal reflections, highlight does not change shape)

Is it possible to add the feature in the plugin to read the physical root node and use those maps for the metallic material? I know there probably is not really a 1 to 1 mapping for all features, but it would be a good starting point.
Configuration: Windows 10 64bit Creators Edition, I7 6850K, 128GB, 2 GeForce 1080ti, P11 Pro SR6
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby face_off » Thu Mar 15, 2018 11:19 pm

face_off Thu Mar 15, 2018 11:19 pm
Is there any sample out there which uses the anisotropic reflections? So far using it (with rotation) does not seem to make any difference with normal reflection (no difference from normal reflections, highlight does not change shape)

Is it possible to add the feature in the plugin to read the physical root node and use those maps for the metallic material? I know there probably is not really a 1 to 1 mapping for all features, but it would be a good starting point.
May I suggest exporting your scene to Standalone and testing there too to ensure the plugin is actually handling these reflections in the same fashion. I am not sure exactly which Poser Material settings you want to convert to Octane, but if you provide some more details, and the rough conversion equation, I can take a look.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke, DAZ Studio
Pls read before submitting a support question
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby wimvdb » Sat Mar 17, 2018 3:14 pm

wimvdb Sat Mar 17, 2018 3:14 pm
I figured it out,
The BRDF node should be set to another model as Octane (like Beckman) and roughness needs to be non-zero.

One bug/design issue for the plugin - Could the new Index of refraction nodes (the n, k ones) be set to linear? Now it is very difficult to set any value higher as 1 with the dial.
Configuration: Windows 10 64bit Creators Edition, I7 6850K, 128GB, 2 GeForce 1080ti, P11 Pro SR6
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby Erick » Sun Mar 18, 2018 8:54 am

Erick Sun Mar 18, 2018 8:54 am
I think we have this "Normal 0.0" bug back.
The image shows two identical, glossy, spheres.
The left one has the "Normal" node disconnected and for the right one it's set to 0.0. Which then screws up the surface of the sphere.

No biggie, just wanted it to mention anyway.

EDIT: I forgot to mention, this happens when you first plug the Node Type -> "Greyscale color" into the "Normal" channel, and then set it to 0 for the render.
Attachments
norm_00.png
Last edited by Erick on Sun Mar 18, 2018 2:45 pm, edited 1 time in total.
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Re: OctaneRender 3 for Poser (Windows/OSX) [TEST and STABLE]

Postby face_off » Sun Mar 18, 2018 11:21 am

face_off Sun Mar 18, 2018 11:21 am
I think we have this "Normal 0.0" bug back.
The image shows two identical, glossy, spheres.
The left one has the "Normal" node disconnected and for the right one it's set to 0.0. Which then screws up the surface of the sphere.

No biggie, just wanted it to mention anyway.
Hi Wim. I think a "zero" normal is 0.5, 0.5, 0.5, so a Normal value of 0, 0, 0 is actually a value normal heading in the -X, -Y, -Z direction. So potentially this is the correct behavior. I'm not sure in what situation the plugin would plug a 0 float texture value into a Normal pin, so I'm unsure how you are getting that. Perhaps the material conversion is not working correctly?

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke, DAZ Studio
Pls read before submitting a support question
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