octane file syntax

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jbeau3d
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Joined: Wed Aug 04, 2010 1:18 am

I opened a *.ocs in VIM today and looked around. So far I've created a script to make a new "*_alpha_matte.ocs". I want to make one for AO, but I noticed the default diffuse shader has a slight specular reflection on it vs "clay rendering mode". Is there anyway to get rid of that through the shader properties? Looks like its probably kernal/directlighting<specular bounces> = 1? If that works, going to make a ground shadow pass next.

Lets see what happens.

Anyone else like to see other passes. If you do have other ideas, please include the shader type with parameters including kernal settings. I plan on distribute as an octanepasses.exe file with use of CMD once stable. Theoretically, this tool should be able to launch octane and render all your passes, but would be more powerful in vram native octane.

Is the octane shader ball materials only allowing the user the ability to select a single material? I can't select anything else...

Thanks.
Last edited by jbeau3d on Wed Aug 18, 2010 5:49 am, edited 1 time in total.
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jbeau3d
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Posts: 55
Joined: Wed Aug 04, 2010 1:18 am

Any documentation on syntax would be greatly appreciated. Until then, I'm slowly commenting out the file structure.
Last edited by jbeau3d on Wed Aug 18, 2010 5:47 am, edited 2 times in total.
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hmk
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jbeau3d wrote:Anyone else like to see other passes.
Very good news, a material ID pass will be of good use, i.e. every material in the scene to be a diffuse material with a unique color, this is good in post to adjust whatever you want on a certain object/material.
I would love to test the script with you and contribute in it if you like me to.
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jbeau3d
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Joined: Wed Aug 04, 2010 1:18 am

Sounds good...
I like the idea of matID passes. I was thinking of using the Octane liveDB names and assigning a unique RGB value for each. I've done this in other programs like Keyshot, and it worked as expected. If you wanted it to work without the live DB feature, then you would have to assign a unique material name to each shader from your 3rd party application, save an ocs file. Run the script, done.
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jbeau3d
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I've written a 3dsmax script that assigns a unique random color and material to each object. From there you just need to adjust your mesh preview kernal. These settings would be replaced via script, just in case you had animations. The main issue is the background color needs to be %100 black and the objects still need to be visible. Anyone have a solution for this? I don't think its possible with the current toolset.
Attachments
matID_test.png
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jbeau3d
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Posts: 55
Joined: Wed Aug 04, 2010 1:18 am

ground shadow pass. Doesn't work 100% as expected. IOR 1.0 should be air, but I still see some bounce artifacts with this value. Specdepth is set to 16, should be more then enough using direct lighting. Path tracing yields similar results. The first image shows the artifacts.
The second image shows somewhat of a solution.
Attachments
ground_shadow_test_IOR1.png
ground_shadow_test.png
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