I have posted the Octane 2018.1 build at https://render.otoy.com/forum/viewtopic.php?f=45&t=71057. If there are future Octane 4 builds, they will still be posted in this thread.
Thanks
Paul
Moderator: face_off
face_off wrote:You said you were only using PRB materials in Poser - so what conversion rules do you use for converting this materials to Octane materials.
Wouldn't it be better to convert to an Octane Universal Material instead?Ken1171 wrote:face_off wrote:You said you were only using PRB materials in Poser - so what conversion rules do you use for converting this materials to Octane materials.
Hmm, I see your point. Cycles uses Diffuse/Roughness/Metallic/Emission, while Octane's Glossy materials use Diffuse/Roughness/Specular, where glossy cannot be emissive. Some parts are different. Perhaps the similar things could be mapped, so we don't have to start from scratch every time? For example, when converting from Physical Surface to Octane Glossy:
Color -> Diffuse
Transparency -> Opacity
Roughness -> Roughness
Metallic -> Specular
Normal -> Normal
Bump -> Bump
Displacement -> Displacement
If "Metallic = 1", then use Octane's Metallic material instead.
If "Emission Strength > 0", then use Octane's Diffuse material instead
Those are the 3 most used Octane material types, so a basic mapping is possible. The major bummer is that Octane doesn't understand metallic maps. It uses Specular instead, but they could be mapped as equivalent. In Physical Surface, the channel called "Specular" is actually IOR, so that could be mapped as such. The default value is mid grey, which is the typical skin IOR, according to SMS.
face_off wrote:Wouldn't it be better to convert to an Octane Universal Material instead?Paul
OK, I will take a look at this in the next release. Can you send me a scene with some spheres which have PhysicalSurface's setup in a way that you would normally use them pls (ie. a skin material, metal material, etc)?I guess so. Perhaps the point is that anything is better than getting a blank slate on all MAT zones for the entire scene, which is kind of discouraging. Don't get me wrong - I always edit all materials coming from Poser, but I would it would be nice to have at least a starting point to edit from. After all, PBR materials are here to stay.
face_off wrote:Can you send me a scene with some spheres which have PhysicalSurface's setup in a way that you would normally use them pls (ie. a skin material, metal material, etc)?
Tnx Ken - I have emailed you.Ken1171 wrote:face_off wrote:Can you send me a scene with some spheres which have PhysicalSurface's setup in a way that you would normally use them pls (ie. a skin material, metal material, etc)?
I surely can. I made a PBR skin materal, and a PBR boots material using Physical Surface the way I usually handle it. I would rather email them to you because these PBR textures have copyright licenses. Just email me at [email protected] and I will reply with the 2 materials.
face_off wrote:Tnx Ken - I have emailed you.
Paul
I have made a start on this, and it becomes evident pretty quickly that the material conversion from a PhysicalSurface to an Octane Glossy is not straightforward. The rules I have put in place are:Hmm, I see your point. Cycles uses Diffuse/Roughness/Metallic/Emission, while Octane's Glossy materials use Diffuse/Roughness/Specular, where glossy cannot be emissive. Some parts are different. Perhaps the similar things could be mapped, so we don't have to start from scratch every time? For example, when converting from Physical Surface to Octane Glossy:
Color -> Diffuse
Transparency -> Opacity
Roughness -> Roughness
Metallic -> Specular
Normal -> Normal
Bump -> Bump
Displacement -> Displacement
If "Metallic = 1", then use Octane's Metallic material instead.
If "Emission Strength > 0", then use Octane's Diffuse material instead
Those are the 3 most used Octane material types, so a basic mapping is possible. The major bummer is that Octane doesn't understand metallic maps. It uses Specular instead, but they could be mapped as equivalent. In Physical Surface, the channel called "Specular" is actually IOR, so that could be mapped as such. The default value is mid grey, which is the typical skin IOR, according to SMS.
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