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.

Moderator: face_off
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.
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.
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.
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.
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.