Re: OctaneRender for Modo Beta 1.52 [TEST]
Posted: Wed Apr 09, 2014 6:06 pm
Yes. Color the specular. I use it frequently to achieve non-physically accurate effects. Never mind that if the color is white then it can be grayscale instead of rgb.riggles wrote:Hmm, it seems to me like there's two different goals here. 1) Convert MODO materials to Octane ones while keeping the look as close as possible to the original and 2) taking advtange of Octane's more physically accurate materials to achieve a better looking result than MODO.
So, is it still necessary to color the specular value of an Octane material like I often needed to in MODO?
I dont get it... If the modo specular color is white, use the grayscale color if its a color use the color.
I dont use instancing because I'm not an animator. I won't argue whether its necessary or not. Not quite the same level of importance I know... but scale it back and it's the same point... you don't use it, you deem it unnecessary, but someone else (me) does and it doesn't hurt your workflow to have it.
The octane renderer should look as much as possible like the modo render out of the box.
If you want physically accurate shaders that don't match modo, then you should override those shaders anyway.
Assets are often already shaded... Why should i want to override all those shaders that are already set up?!
I dont expect a perfect match. But i do hope for the closest match possible.