If you could add this to the "Force Glossy" so users can force a new value or not, then I would be a happy camperSo 1.3 is to correct default value for "index" IF there is a high specular value.
OctaneRender® for Poser beta - build 1.02q [OBSOLETE]
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I think you will be happy - it's looking like....if you an existing pz3 with Octane settings, it will use 0 for the index. However if you are converting a Poser material, if will use the new 1.3 index, and the specular calculate will be much higher to compensate - so you should get the best of both worlds. You shouldn't need to adjust 400 materials.If you could add this to the "Force Glossy" so users can force a new value or not, then I would be a happy camperBefore "Index" was introduced I didn't need to adjust 400 materials when using Force Glossy. But it is not possible now with an Index of 1.3.
I will post a new version in the next 12 hours.
Paul
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Zay, after some more experimented with "index", values from 0-1 gives identical results. 1.000001 - 8 adjust the specular level - but in a logarithmic fashion. This will not translate well to material conversion from Poser - so I think the best option is to force the index to 0 during material conversion and leave the current specular conversion formula as it is. I can easily convert to the new "index" > 1 system in the future.
Paul
Paul
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I almost dropped my coffee when I saw you wanted to force converted materials into a Index 1.3! 
It needs to be user define IMHO. It's like inventing the wheel again but with less effects. Let me show you. Images below shows you a scene with 5 spotlights. You would expect an oiled up V4 character would reflect those lights. It does with an Index of 0 but not with an Index of 1.3. And that's even with specular set at max.
Also my scene with buildings looks flat with no shine at all with a Index of 1.3. So please let the user decide.
It needs to be user define IMHO. It's like inventing the wheel again but with less effects. Let me show you. Images below shows you a scene with 5 spotlights. You would expect an oiled up V4 character would reflect those lights. It does with an Index of 0 but not with an Index of 1.3. And that's even with specular set at max.
Also my scene with buildings looks flat with no shine at all with a Index of 1.3. So please let the user decide.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
Interesting.Zay wrote:Images below shows you a scene with 5 spotlights. You would expect an oiled up V4 character would reflect those lights. It does with an Index of 0 but not with an Index of 1.3. And that's even with specular set at max.
For skin I usually use an index of 1.6-1.7 in the glossy part for fresnel on a dry skin.
Making it oily then is a matter of increasing specular and decreasing roughness and leave the index as is.
Seems, there's a lot of different approaches.
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Zay - roughness and specular come directly from the OctaneDefaults.py file rather than the Poser Material.The values for roughness and specular doesn't get transfered. Some places the specular is just a color and not a value.
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I have re-posted the 1.02q-3 installer (the plugin dialog will actually display "1.02q-4" so you can track which version you are on).
It contains the following changes:
- Fixed error where if you cut and paste a node when the texturemap slots in the video card are full, the plugin would shut down. A cuda error is still displayed.
- Specular maps will only transfer to the Octane "specular" pin of a glossy node if:
1) the specular map name is different from the diffuse map name, and
2) the specular color/value in the Poser material is "brighter" than the CONVERT_SPECULAR_MAPS_THRESHOLD value in the OctaneDefaults.py file.
The above is an attempt to only bring across the specular maps that are really important!
- Added default pin values for glossy-index, glossy-filmindex and specular-filmindex in the OctaneDefaults.py file. The specular calculations assume a glossy-index of 0, so if you change it to be > 1, the specular conversion for Skin materials will potentially be wrong.
- The specular color of a material is now taken from the brighter of Specular_Color * Specular_Value and Alternate_Specular
- Fixed an issue where the render resolution was not being saved correctly in the pz3 files
Some of the above changes required re-working a lot of code - so pls treat this as still "experimental". Pls report any problems you have.
I will re-package this "experimental" version up as 1.02r is no serious issues are found.
Download the experimental version of the plugin HERE
Paul
It contains the following changes:
- Fixed error where if you cut and paste a node when the texturemap slots in the video card are full, the plugin would shut down. A cuda error is still displayed.
- Specular maps will only transfer to the Octane "specular" pin of a glossy node if:
1) the specular map name is different from the diffuse map name, and
2) the specular color/value in the Poser material is "brighter" than the CONVERT_SPECULAR_MAPS_THRESHOLD value in the OctaneDefaults.py file.
The above is an attempt to only bring across the specular maps that are really important!
- Added default pin values for glossy-index, glossy-filmindex and specular-filmindex in the OctaneDefaults.py file. The specular calculations assume a glossy-index of 0, so if you change it to be > 1, the specular conversion for Skin materials will potentially be wrong.
- The specular color of a material is now taken from the brighter of Specular_Color * Specular_Value and Alternate_Specular
- Fixed an issue where the render resolution was not being saved correctly in the pz3 files
Some of the above changes required re-working a lot of code - so pls treat this as still "experimental". Pls report any problems you have.
I will re-package this "experimental" version up as 1.02r is no serious issues are found.
Download the experimental version of the plugin HERE
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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Yeah, I know. As I mentioned on the previous page it was a prop name collision with a skin name in the SkinMaterial list. That's why it got different settings than I had typed in the OctaneDefaults.py. It's fixed now.Zay - roughness and specular come directly from the OctaneDefaults.py file rather than the Poser Material.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
This is what I've managed with specular so far.
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Hi Witpapier
That's quite a different approach to a skin shader. Mixing a glossy and specular.
Interesting.
Paul
That's quite a different approach to a skin shader. Mixing a glossy and specular.
Interesting.
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question

