Savng to AppData\Roaming\Luxology\ is implemented in the next release.This is working great, but I would prefer the files were saved into AppData\Roaming\Luxology\. I think it might be cool to expand on this so we can save/load presets too.
Paul
Moderator: face_off
Savng to AppData\Roaming\Luxology\ is implemented in the next release.This is working great, but I would prefer the files were saved into AppData\Roaming\Luxology\. I think it might be cool to expand on this so we can save/load presets too.
Could it be that Conserve Energy ON = Octane index 8, and Converse Energy OFF = Octane index 1.3?I think you got the formula slightly wrong. If I make an adjustment it works:
IOR = (1 + sqr(spec)) / (1 - sqr(spec))
So for 4% specular we should get 1.5 IOR
1.5 = (1 + sqr(.04)) / (1 - sqr(.04))
I think it's trivial to implement this, however a multi polygon emitter is a lot less efficient than a single poly emitter. But the point light is a sphere, so it's probably not a big issue.Another enhancement you could make during area light conversion would be to create an ellipse mesh if area light shape is set to ellipse.
But that would limit us to only 2 IOR (index) choices of 1.3 and 8. We need to be able to control the index (IOR) freely and the only value that directly relates to it is modo's specular amount.face_off wrote:Could it be that Conserve Energy ON = Octane index 8, and Converse Energy OFF = Octane index 1.3?I think you got the formula slightly wrong. If I make an adjustment it works:
IOR = (1 + sqr(spec)) / (1 - sqr(spec))
So for 4% specular we should get 1.5 IOR
1.5 = (1 + sqr(.04)) / (1 - sqr(.04))
With Converse Energy ON, it seems a simple equation of Octane Specular = Modo Reflection amount/color, and index = 8.
Paul
This is an excellent example of adding an enhancement which breaks something totally unrelated. Which is why I can be resistant to some changesIf I select an area light and press "create octane emitter" I get this popup during the node creation:
octane.materialMacro
Command disabled
The nodes seem to be set up correctly though
Good pickup - fixed in the next version.I'm having an issue with a complicated node setup. I have a greyscale color plugged into the roughness of a specular node with a value of 0. This seems to work fine (my material has no roughness), but after I reload the viewport or scene, the material is rendered with roughness greater than 0.
It seems the greyscale color node is not passing the value or something...