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Re: exporting animations
Posted: Thu Jan 01, 2015 6:02 am
by face_off
If you download and install
http://render.otoy.com/customerdownload ... _64bit.exe, it sends the "No UV Map...." message to the Modo Event Log instead of the Octane Log.
Paul
Re: exporting animations
Posted: Fri Jan 02, 2015 1:07 am
by lightboy
Thanks Paul
I will give it a try tomorrow and see how it goes.
Keith
Re: exporting animations
Posted: Fri Jan 22, 2016 4:26 am
by fmuram
Thanks Paul,
I have been looking for this page, but I had not found it.
With regards to the shader tree... I tend to use modes like luminous color, luminous amount, roughness, specular color, transparent color and transparet amount. Some of these might already work, but I tend to stack these in the ST.
I also prefer the Modo gradient over Octane's. We use incidence angle, slope, and maps to drive the gradients.
I know you have some limitations because of the Foundry, so I am looking for ways to work around limitations.
I love how involved Otoy developers are on the forum. I wish other developers for software we use would be as active as Octane's.
Thanks again,
Fred
Re: exporting animations
Posted: Fri Jan 22, 2016 4:46 am
by face_off
Hi Fred
The following Shader Tree Effects should be able to be stacked on a material and will then push through to the on-the-fly Octane Material conversion.
Diffuse Color
Diffuse Amount
Specular Color
Specular Amount
Transparent Color
Transparent Amount
Stencil (only for Constant)
RGBA (only for Constant)
Luminous Color
Bump
Normal
Displacement
Layer Mask
Roughness and Luminous Amount are picked up from the Modo material itself. It's been a while, but if you are using Modo gradients, you will need to add an Octane Override to the Modo Material and then use the Octane Gradient node. It may be possible to add support for Modo gradients in on-the-fly conversions....I will need to check this.
Paul