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Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Tue Apr 01, 2014 10:03 am
by funk
face_off wrote:
Just on the Conserve Energy reducing diffuse - the plugin does not see that - it get diffuse amount/color from Modo pre any Conserve Energy adjustment. Perhap clicking Conserve Energy multiplies the diffuse by the inverse of the reflection?

Paul
Yes that's exactly what it's doing

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Tue Apr 01, 2014 10:09 am
by face_off
Yes that's exactly what it's doing
OK - I'll add that tomorrow.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Tue Apr 01, 2014 10:28 am
by funk
face_off wrote: 1.50.0.51
- Default kernel, camera and environment settings are now stored in AppData\Roaming\Luxology\, and are now loaded at Modo startup, so you will need to restart Modo after saving defaults in order for them to take effect.
Camera setting still save in my documents. Kernel and Environment are saving to AppData\Roaming\Luxology\

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Tue Apr 01, 2014 10:44 am
by face_off
Camera setting still save in my documents. Kernel and Environment are saving to AppData\Roaming\Luxology\
Fixed in the next version.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Apr 02, 2014 5:42 am
by funk
Here are my final thoughts for glossy conversion. My previous suggestion was 2 rules, but we'll need a 3rd:

1. If modo fresnel = 0%
glossy index = 1
glossy spec = modo spec amount * modo spec color (you will only use spec amount or convert to greyscale?)

2. If modo fresnel is > 0%
then glossy index (IOR) = (1 + sqr(modo spec)) / (1 - sqr(modo spec))
glossy spec = modo spec color (you stated this would be done in grey scale?)

Rule 1 isnt working correctly because spec amount is always being set to 1 (that should only happen in rule 2)
Rule 2 is working well for modo spec values up to 60% (max cap of IOR 8 in octane)

We will need a 3rd rule when modo spec values are over 60%

3. If modo spec > 60%
then glossy index (IOR) = 1
glossy spec = modo spec color * spec amount (once again I assume youll just use a greyscale value)

So we are basically disabling the index for this case, because octane caps at IOR 8 and doesnt get any more reflective

I know we talked about the conserve energy switch affecting the diffuse, but since octane is physically accurate it should already be doing this (and as far as I can tell it does), so there is no need to do anything.

That should cover glossy materials.

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Apr 02, 2014 5:47 am
by face_off
I know we talked about the conserve energy switch affecting the diffuse, but since octane is physically accurate it should already be doing this (and as far as I can tell it does), so there is no need to do anything.
I coded a rule in where if Converse Energy is ON, Octane diffuse = black - and that seemed to work well. I'll post a test release for you in a bit....once I've looked at the other rules you proposed.

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Apr 02, 2014 5:49 am
by funk
face_off wrote:
I know we talked about the conserve energy switch affecting the diffuse, but since octane is physically accurate it should already be doing this (and as far as I can tell it does), so there is no need to do anything.
I coded a rule in where if Converse Energy is ON, Octane diffuse = black - and that seemed to work well. I'll post a test release for you in a bit....once I've looked at the other rules you proposed.

Paul
That really isnt going to work. Look at the sample scene I sent you which has spec 4% and conserve energy on. Your new rule would render the ball black instead of green.

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Apr 02, 2014 5:59 am
by face_off
3. If modo spec > 60%
then glossy index (IOR) = 1
For what I can tell, "index" = 1 renders the same as index = 8.
That really isnt going to work. Look at the sample scene I sent you which has spec 4% and conserve energy on. Your new rule would render the ball black instead of green.
If what you say is true, why does the ball render black in the attached render?

Paul

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Apr 02, 2014 6:04 am
by funk
Because you have spec set to 100%

If spec = 100% diffuse will automatically = 0 (black).


The issue here is that modo is not a physically accurate render by default and uses tricks (specular highlights which are really reflections) and splits the controls for spec and reflections.

You cant do this in octane because it is physically accurate

Re: OctaneRender for Modo Beta 1.50 [TEST]

Posted: Wed Apr 02, 2014 6:08 am
by face_off
Because you have spec set to 100%

If spec = 4% diffuse will automatically = 0 (black).
OK - I have reflections at 4% (see the screenshot), but I clicked and unclicked Match Specular and it changed to green. So something amiss with Modo there which has me coding the wrong rules :-(

EDIT: If you check the screenshot - you'll see reflections are at 4%.