For some reason when I convert a material from a modo material to an octane override it is setting the specular to 1 by default. I have the latest plugin verison. Is this correct?
I also noticed sometimes it will convert the roughness to OVER 1.0 as well. Then you touch the value at all it will shoot back down to 1.0.
Thanks!
Specular Conversion
Moderator: face_off
I assume you are talking about Glossy materials? If I convert a Modo Material with a Specular Color or 0.5, 0.5, 0.5, the Specular pin in the resulting Octane Override is 0.5. Is this not happening for you?For some reason when I convert a material from a modo material to an octane override it is setting the specular to 1 by default. I have the latest plugin verison. Is this correct?
Thanks for pointing this out. I will fix it in the next release.I also noticed sometimes it will convert the roughness to OVER 1.0 as well. Then you touch the value at all it will shoot back down to 1.0.
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
I think most MODO users would consider the specular amount (especially in MODO 901's physical material) the corresponding channel to the 'specular' channel in a Glossy Octane material. It doesn't really make sense in the context of the Octane material though (since it's expecting a color not just a single float) so I wouldn't change anything - it's just a workflow thing. MODO users using Octane should think in terms of specular color and not specular amount when the material is converted.
-G
-G
CEO Sabertooth Productions
Co-Founder Pixel Fondue
Co-Founder Pixel Fondue
Yup you are correct sorry. I could have sworn it use to be the amount though. My bad, you can leave it the way it is.Greg wrote:I think most MODO users would consider the specular amount (especially in MODO 901's physical material) the corresponding channel to the 'specular' channel in a Glossy Octane material. It doesn't really make sense in the context of the Octane material though (since it's expecting a color not just a single float) so I wouldn't change anything - it's just a workflow thing. MODO users using Octane should think in terms of specular color and not specular amount when the material is converted.
-G
Thanks
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