AO maps/Cavity maps

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fatrobotsneedlove
Licensed Customer
Posts: 161
Joined: Sun Sep 21, 2014 7:06 am

@gordonrobb which version are you on? I haven't been able to get it working since 1.4. I think it might actually be the version of photoshop cc im on, i dont know.

@glimpse yeah still no UDIM support. Hopefully soon.

and yeah it is super expensive, but modo is my main 3d package, and I also use nuke, so I got the production collective thingy and mari was basically free (actually modo was basically free too because nukex is EXPENSIVE :o )

I actually have never found mari to be very difficult though. It is definitely complex, but once you get it down its complex in a very artist friendly way I think.
4x 2080ti hybrids, 4x 980ti Hyrbids. C4D, Houdini.
igor73
Licensed Customer
Posts: 84
Joined: Fri Jan 24, 2014 8:04 pm

Thanks for the advice. Im using DDO (very stable on my machine) and have now got the hang of how to use the maps in Octane i think. Looks good to me anyway. Inverted the gloss and plug in to the roughness is basically what i do, Using PBR generic preset and looks pretty similar to 3DO.
I tested multiplying AO in to diffuse but stopped it as i came to the conclusion its not very useful.
Also just found out that i need to flip green channel on my Zbrush generated normal maps for Octane. That made a big difference. Anyone know if you need to flip G on Xnormal maps to?
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