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?
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.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.
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?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.
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