face_off wrote: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))
Could it be that Conserve Energy ON = Octane index 8, and Converse Energy OFF = Octane index 1.3?
With Converse Energy ON, it seems a simple equation of Octane Specular = Modo Reflection amount/color, and index = 8.
Paul
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.
I think the whole point of auto "on the fly" conversion is to get as close to the modo render as possible, so we can load an old modo scene and have a reasonable octane render with minimal tweaking. Otherwise there is no point even trying to get close if we have to override everything anyway.
I dont think we should be using the "conserve energy" to control an IOR "switch" in octane because that's not what its being used for in modo.
In octane there are 2 ways to control reflections
1. Set glossy index (IOR) to 1 (this turns IOR/fresnel OFF) and control the reflection amount via glossy spec. This isnt actually physically correct because there is no fresnel, but its useful for mirrors and chrome etc that need to be shinier than IOR of 8 (the max value octane allows)
2. Set glossy index (IOR) to greater than 1 and glossy spec amount to 1. This gives physically correct reflections with fresnel
I think we can probably replicate those 2 options in a way that will make more sense and also works with (and visually matches) our older modo scenes:
1. If modo fresnel is 0%, set glossy index to 1 and glossy spec to (modo spec amount * modo spec color)
2. If modo fresnel is > 0%, then calculate the glossy index (IOR) from the modo spec amount using IOR = (1 + sqr(spec)) / (1 - sqr(spec)) and glossy spec to modo spec color.
I'm already doing this manually and get extremely close renders when comparing the modo and octane output.
If you want octane to match modo as closely as possible, use these settings for the camera imager:
exposure = 1
fstop = 1
ISO = 55
GAMMA = 2.2
Response = LINEAR/OFF
Vignetting = 0
Dont use physical skies, but flat color (texture environment) or HDRI
This gives you a gamma corrected render with no camera response and an exposure white point very close to modo's default.
Then when you do material changes you can see how closely they match between the 2 renderers