Octane Materials. Questions thread.

Carrara (Integrated Plugin developed by Sighman)
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

SciFiFunk wrote:Issue with reflections in the windows (I'm not saying it's a bug, but my lack of understanding). They show the pool but not very well at all. It's almost as if the pool doesn't exist in the reflections. The right hand side looks better but that is a fluke (it's showing some of the internal marble flooring).

Here are my settings. I'm in the middle of a render which I'm lothe to stop as it's the end of my working day, but if anyone has thoughts I'll redo the render (animation) tomorrow.

Thanks
Are you sure you have your depths are right. I'm no expert but your rays may be terminating prematurely.
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SciFiFunk
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Posts: 230
Joined: Tue Nov 12, 2013 8:48 pm

I played with those.

I'm wondering if your "download all live shaders" idea on a different problem might help here also.

I'm now asking (anyone) about colours with emitters.

I can use the temp to change from a deep red to orange, yellow and white, but green? How to I do a Green emitter?

[EDIT] Oh ok - Texture emitter but set the texture to a colour.
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Ganzill Towers sign.png
ArtistX1
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Joined: Mon Jun 16, 2014 3:07 pm

I have been looking for an answer to this, but due to my eyes going all weird from the text I have read I thought I would ask the people here, I haven't done an exsultive search, so if this has been asked before I am sorry.

When trying to use some Carrara native shaders and Genesis shaders the skin always appears white in the render, I have changed them to Octane Material in the shader room but the same outcome occurs, is there some setting I am missing? :?:
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

White generally means that the plugin is having trouble wiring up a material to the mesh. I would start by opening the log window to see if there are any errors. I would also try to export the scene and load it into the standalone to see if there is a disconnect between the mesh and the material. Finally, send me the .car file and I'll see what happens on my system.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
ArtistX1
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Thanks Sighman, I didn't think to look at the log window :o will try again and have a good look and do the other thing you suggested, will report back, more than likely wont be tonight though

Edit: Okay, I decided it needed to be looked at so sent you a PM with the required files.

I exported it to the standalone version of Octane, and the skin was white in there too.
dustrider
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Joined: Thu Oct 31, 2013 10:58 pm

This is a guess, but if the shaders you are using are DP shaders from DAZ the problem is probably to high of a reflection value for Octane, they typically look "white" in Octane (Ringo usually uses a bit of reflection to improve specular shine with his Carrara shaders). I can't double check right now because Carrara/Octane is tied up with a long render, but as I recall, after converting them to Octane shaders, you will need to reduce the specular value quite a bit (0.2 is a good starting point). There may be another value that needs reduction as well, but I don't remember what it might be (possibly roughness??).
ArtistX1
Licensed Customer
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Will look into it in the morning, getting rather late here now :p
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

Ok, there are a few issues with the plugin that prevents the skin shaders from being rendered properly. I'll try to address them in the next build which should be within the next week or so.

The main issues are with specular and index of refraction levels. For the skin the calculated specular/IoR is not correct causing the white out. You can 'fix' this by setting Refraction to 'none' in the Carrara shaders.

The lips are 'broken' because they have a top level shader that is not recognized by the plugin. To fix this remove the Anisotropic Model shader by dragging the Multi Channel shader node on top of the Anisotropic Model shader.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
ArtistX1
Licensed Customer
Posts: 64
Joined: Mon Jun 16, 2014 3:07 pm

Sighman wrote: The lips are 'broken' because they have a top level shader that is not recognized by the plugin. To fix this remove the Anisotropic Model shader by dragging the Multi Channel shader node on top of the Anisotropic Model shader.
Cant say I understood the last bit, but removed IoR as you suggested and now the skin is showing up fine, and I am seeing no warning about Anisotropic Model :)
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