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Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Mon Jan 14, 2013 8:29 am
by Zay
So 1.3 is to correct default value for "index" IF there is a high specular value.
If you could add this to the "Force Glossy" so users can force a new value or not, then I would be a happy camper :) Before "Index" was introduced I didn't need to adjust 400 materials when using Force Glossy. But it is not possible now with an Index of 1.3.

Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Mon Jan 14, 2013 8:44 am
by face_off
If you could add this to the "Force Glossy" so users can force a new value or not, then I would be a happy camper :) Before "Index" was introduced I didn't need to adjust 400 materials when using Force Glossy. But it is not possible now with an Index of 1.3.
I think you will be happy - it's looking like....if you an existing pz3 with Octane settings, it will use 0 for the index. However if you are converting a Poser material, if will use the new 1.3 index, and the specular calculate will be much higher to compensate - so you should get the best of both worlds. You shouldn't need to adjust 400 materials.

I will post a new version in the next 12 hours.

Paul

Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Mon Jan 14, 2013 10:25 am
by face_off
Zay, after some more experimented with "index", values from 0-1 gives identical results. 1.000001 - 8 adjust the specular level - but in a logarithmic fashion. This will not translate well to material conversion from Poser - so I think the best option is to force the index to 0 during material conversion and leave the current specular conversion formula as it is. I can easily convert to the new "index" > 1 system in the future.

Paul

Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Mon Jan 14, 2013 10:51 am
by Zay
I almost dropped my coffee when I saw you wanted to force converted materials into a Index 1.3! :)

It needs to be user define IMHO. It's like inventing the wheel again but with less effects. Let me show you. Images below shows you a scene with 5 spotlights. You would expect an oiled up V4 character would reflect those lights. It does with an Index of 0 but not with an Index of 1.3. And that's even with specular set at max.
Also my scene with buildings looks flat with no shine at all with a Index of 1.3. So please let the user decide.
index0.jpg
index13.jpg

Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Mon Jan 14, 2013 12:35 pm
by mlru
Zay wrote:Images below shows you a scene with 5 spotlights. You would expect an oiled up V4 character would reflect those lights. It does with an Index of 0 but not with an Index of 1.3. And that's even with specular set at max.
Interesting.
For skin I usually use an index of 1.6-1.7 in the glossy part for fresnel on a dry skin.
Making it oily then is a matter of increasing specular and decreasing roughness and leave the index as is.

Seems, there's a lot of different approaches. :)

Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Tue Jan 15, 2013 2:27 am
by face_off
The values for roughness and specular doesn't get transfered. Some places the specular is just a color and not a value.
Zay - roughness and specular come directly from the OctaneDefaults.py file rather than the Poser Material.

Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Tue Jan 15, 2013 3:19 am
by face_off
I have re-posted the 1.02q-3 installer (the plugin dialog will actually display "1.02q-4" so you can track which version you are on).

It contains the following changes:
- Fixed error where if you cut and paste a node when the texturemap slots in the video card are full, the plugin would shut down. A cuda error is still displayed.
- Specular maps will only transfer to the Octane "specular" pin of a glossy node if:
1) the specular map name is different from the diffuse map name, and
2) the specular color/value in the Poser material is "brighter" than the CONVERT_SPECULAR_MAPS_THRESHOLD value in the OctaneDefaults.py file.
The above is an attempt to only bring across the specular maps that are really important!
- Added default pin values for glossy-index, glossy-filmindex and specular-filmindex in the OctaneDefaults.py file. The specular calculations assume a glossy-index of 0, so if you change it to be > 1, the specular conversion for Skin materials will potentially be wrong.
- The specular color of a material is now taken from the brighter of Specular_Color * Specular_Value and Alternate_Specular
- Fixed an issue where the render resolution was not being saved correctly in the pz3 files

Some of the above changes required re-working a lot of code - so pls treat this as still "experimental". Pls report any problems you have.

I will re-package this "experimental" version up as 1.02r is no serious issues are found.

Download the experimental version of the plugin HERE

Paul

Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Tue Jan 15, 2013 8:40 am
by Zay
Zay - roughness and specular come directly from the OctaneDefaults.py file rather than the Poser Material.
Yeah, I know. As I mentioned on the previous page it was a prop name collision with a skin name in the SkinMaterial list. That's why it got different settings than I had typed in the OctaneDefaults.py. It's fixed now.

Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Tue Jan 15, 2013 10:04 pm
by Witpapier
This is what I've managed with specular so far.

Re: OctaneRender® for Poser beta - build 1.02q [TEST]

Posted: Tue Jan 15, 2013 10:46 pm
by face_off
Hi Witpapier

That's quite a different approach to a skin shader. Mixing a glossy and specular.

Interesting.

Paul