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Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Fri Aug 14, 2015 1:25 pm
by RobSteady
Here's the same scene with 3ds Max, I think it's a general Octane thing...
Everything is at default, I only changed the response to the same we have in Modo (why is this different actually?), white balance, the sky color and sun size.
(sorry for being off-topic, should I move this to another thread?)
Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Fri Aug 14, 2015 1:53 pm
by funk
RobSteady wrote: I only changed the response to the same we have in Modo (why is this different actually?), white balance, the sky color and sun size.
Your wording is a little confusing. Are you saying modo's default sun size is 3.5? It should be 1.0.
You have probably saved custom defaults by pressing the "Save settings as defaults" button in octanes kernel/camera/env popovers.
You can check and reset them by doing the following
1. Select System > open user folder
2. If there is a "Octane Defaults" folder here, you have saved custom defaults
3. Close modo
4. Delete the Octane defaults folder
5. Restart modo
You may also have created a modo default scene with those values saved in it. Check Preferences > Defaults > Application > Default Scene
Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Fri Aug 14, 2015 2:06 pm
by RobSteady
Will try that in Modo.
But, like I posted, in Max it's the same thing: everything is too bright with default values
Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Fri Aug 14, 2015 2:10 pm
by funk
RobSteady wrote:Will try that in Modo.
But, like I posted, in Max it's the same thing: everything is too bright with default values
That's how the defaults (when environment = daylight is enabled) work in standalone too.
EDIT: A few versions ago, scenes using a physical sky were extremely bright (requiring manual exposure adjustments) and OTOY decided to change the internal exposure of the sky to what we have now
Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Fri Aug 14, 2015 2:16 pm
by RobSteady
Yes, I know.
That's why I said it's a general Octane thing.
But don't you think when you have default values, a default daylight system, a rough 0.8 grey value it should be a more balanced output?
The question came up here in our office where we used to have a white overide material for Modo and when you render this in Modo it's much more balanced.
Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Fri Aug 14, 2015 2:33 pm
by funk
RobSteady wrote:Yes, I know.
That's why I said it's a general Octane thing.
But don't you think when you have default values, a default daylight system, a rough 0.8 grey value it should be a more balanced output?
The question came up here in our office where we used to have a white overide material for Modo and when you render this in Modo it's much more balanced.
I personally don't think it's too bright, but if you feel it should be different, it would be better to discuss this in the standalone thread so OTOY devs will see it.
In modo's renderer, when you enable a physical sky with accurate unclamped values (unclamp in env and light settings), you have to set your input white level (in final color output) to about 50 because the light is super bright.
In your example, you could argue that your material is actually too bright (0.8,0.8,0.8). If you read Disney's research paper on physically based shading (
https://disney-animation.s3.amazonaws.c ... tes_v3.pdf), on page 9, the graph plotting real measurements of albedo rarely exceed 0.4, which I found really surprising.
Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Mon Aug 17, 2015 1:49 pm
by v1adut
Hi Paul,
I have a small UI issue, and it refers to the plugin reload button position.
It pisses me off when I want to click on the play pause button to stop the render when it is ready to be saved, and by accident I press the reload button with is near the play/pause render button. This is very annoying especially when I use the main gpu for monitors and the additional one for render, (the gui is slow in this mode), and the system presses the button over the wrong one.
My request is can you please move this refresh button further from the play/pause button.
Cheers,
Vlad
Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Mon Aug 17, 2015 1:56 pm
by v1adut
Request expired. Email
[email protected] if you continue to see this message. Issue
Is the link broken. I am authenticated on the forum, but I get the message above
Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Mon Aug 17, 2015 1:59 pm
by funk
Something is up with the forum. I'm getting a "Sorry, you have been blocked" message trying to attach a zip file to PMs, telling me to email
[email protected] too
Re: OctaneRender for Modo (Windows) 2.24 [TEST]
Posted: Mon Aug 17, 2015 8:56 pm
by v1adut
funk wrote:Something is up with the forum. I'm getting a "Sorry, you have been blocked" message trying to attach a zip file to PMs, telling me to email
[email protected] too
thank you for the confirmation of this info funk