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.