Hi Karba,
can we please see a fix for these three issues?
It would make the translation from V-Ray much easier...
Or how do you guys do that?
I still have so many models to convert.
http://render.otoy.com/forum/viewtopic. ... er#p203502
http://render.otoy.com/forum/viewtopic. ... er#p204608
http://render.otoy.com/forum/viewtopic. ... er#p207069
Converter Fix
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Last edited by RobSteady on Fri Nov 14, 2014 9:36 am, edited 1 time in total.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
RobSteady wrote:Hi Karba,
can we please see a fix for these three issues?
It would make the translation from V-Ray much easier...
Or how do you gus do that?
I still have so many models to convert.
http://render.otoy.com/forum/viewtopic. ... er#p203502
http://render.otoy.com/forum/viewtopic. ... er#p204608
http://render.otoy.com/forum/viewtopic. ... er#p207069
I will try to keep viewport texture.
I gave you answer for image texture type. Other renders don't have special float/rgb texture types. So converter can't guess what type to use. One texture can be connected to several slots at once, not only just to bump or diffuse.
You you want to have the same material look you have to use the same IOR.
Ok, keep preview would be great!
But is it possible that the converter always uses greyscale nodes for reflection, glossiness and bump?
Is the IOR system in Octane different than in V-Ray? Default value in Octane is 1.3 but in V-Ray it's 1.6.
Comparing the render output from both I think 1.6 in Octane is too reflective/metalic...
Thanks
But is it possible that the converter always uses greyscale nodes for reflection, glossiness and bump?
Is the IOR system in Octane different than in V-Ray? Default value in Octane is 1.3 but in V-Ray it's 1.6.
Comparing the render output from both I think 1.6 in Octane is too reflective/metalic...
Thanks
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti