OctaneRender® for Poser beta WIN - build 1.16a [OBSOLETE]

Poser (Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

Forum rules
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
Post Reply
Krew
Licensed Customer
Posts: 34
Joined: Sun May 19, 2013 2:45 am

Thank you very much Paul! :D
Windows 10 64bit | 2 x NVIDIA TITAN XP 12GB | Intel i7-6900K (8 core/16 thread) | 64Gb RAM | GeForce Driver 376.33 | PoserPro Game Dev 2014 SR4, 10.0.5.28925 | Poser Octane Plugin Version: 3.4.4.79 | HDR Light Studio 4.3.20131206.1249, Poser v1.0.3
KleanZlate
Licensed Customer
Posts: 69
Joined: Wed Apr 10, 2013 3:30 pm

One problem. Poser crashes when I change an image node to an RGBspectrum node. I can get around it by first changing it to a floattexture and then RGBspectrum. I've had this happen in the Transmission node but not the Diffuse node. I haven't tried it in others...
Windows 8 64bit, Intel Xeon 3.4 GHz x2, 10GB RAM, GTX 660 Ti 2GB, Poser Pro 2012 SR 3.1
Erick
Licensed Customer
Posts: 249
Joined: Thu Sep 13, 2012 9:40 am

I have a question.
Once I made a mesh to an emitting light with -> emission -> texture emission or blackbody, how can I make the mesh a non-emitter again, please (w/o just setting to power to 0.0001 =) )?
I seem to miss the option to make it non-emitting.
Attachments
octane.png
User avatar
face_off
Octane Plugin Developer
Posts: 15696
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

One problem. Poser crashes when I change an image node to an RGBspectrum node. I can get around it by first changing it to a floattexture and then RGBspectrum. I've had this happen in the Transmission node but not the Diffuse node. I haven't tried it in others...
I haven't been able to reproduce this error. Can you pls post your exact workflow to get this to happen? Was an error message given?
Once I made a mesh to an emitting light with -> emission -> texture emission or blackbody, how can I make the mesh a non-emitter again, please (w/o just setting to power to 0.0001 =) )?
I seem to miss the option to make it non-emitting.
Just re-convert the material from Poser, or flip it to a glossy and back to diffuse. At this stage there is no "disconnect node" option, but there will be in the near future.
I'm still new at this, but what reasons that I am not aware of, that I would need to change the OctaneDefault.py file? Are there advantages to changing the parameters in this file?
Unless you have a specific need to change the material conversion rules of the plugin, you should never need to edit this file.
And just so nobody else doesn't get confused about what to edit in the OctaneDefault.py, could you please remove the lines that has no effect to edit anymore?
I would prefer to not have the installer over-write peoples OctaneDefaults.py files in case they have customised them. The version that installs will the installer if there is not an OctaneDefaults.py file present is as follows:

Code: Select all

# PoserToOctane Plugin Defaults
# 
# Copyright (c) 2012-2013, Paul Kinnane, Physicalc Software Pty Ptd
#
# For additional support, contact Paul Kinnane at [email protected]
#
# Version 1.0 - original release
#
#========================================================================================================================================

### IMPORANT : Reload a scene or start a new scene in order for these defaults to be refreshed in Poser

### All DEPRECIATED (no longer used) PARAMETERS have been listed at the end of this file

# The maximum scene size that will load into the plugin.  Increase that if you have high-end equipment.  Increase this figure at your own risk!
# As a rule, if your PC has 4Gig RAM, the practical scene size limit with be 4Mil polygons
MAX_NUMBER_OF_SCENE_POLYGONS = 4000000 

RESOLUTION_PRESETS = [ # Add your own customer resolutions to the end of this list.  Note, there must be a " x " between the 2 numbers
    "320 x 200",
    "640 x 480", 
    "1024 x 768", 
    "1600 x 1200",
]

SAVE_PREVIOUS_RENDER_SAMPLES = 100  # The number of samples where the render is saved as the "previous render" (to be dispalyed with teh right mouse button).  Set to 0 to disable previous render saving.

# Material conversion defaults
GLOSSY_DIFFUSE_RATIO = 0.2 # If total Specular_Color * Specular_Value * GLOSSY_DIFFUSE_RATIO is greater than total diffuse color * value, then make the node glossy, otherwise diffuse
# Set the above to 0 to force all materials to be glossy (and not diffuse).
# NOTE: If Alternate_Specular is "brighter" than Specular_Color * Specular_Value, it will be used in the above calculation instead.

SPECULAR_RATIO = 0.5 # If a Poser Material has a transparency greater than this figure, it will be converted to an specular Octane material
SPECULAR_FILM_INDEX = 1.45 # The filmindex pin default value for glossy nodes

# Below are default values for the glossy pins
GLOSSY_SPECULAR = 0.05 # The specular value for glossy materials converted from Poser
GLOSSY_ROUGHNESS = 0.7 # The roughness value for glossy materials converted from Poser
GLOSSY_BUMP_POWER = 0.05 # The bump value for glossy materials converted from Poser.  Only applied if there is a bump map
GLOSSY_FILM_INDEX = 1.45 # The filmindex pin default value for glossy nodes
GLOSSY_INDEX = 0.0 # The index pin default value for glossy nodes

GLOSSY_POWER_PERCENT = 0.2 # Depreciated
SKIN_SPECULAR_POWER = 0.005 # Depreciated
SKIN_SPECULAR_ROUGHNESS = 0.5 # Depreciated

#Daylight defaults
DEFAULT_DAYLIGHT_MODEL = 1 # 0 = Old, 1 = New

# Kernel defaults
DEFAULT_KERNEL = "pathtracing" # Opions are "pmc", "directlighting", "pathtracing", "deep_channel_kernel"
DEFAULT_RAYEPSILON = 0.00001
DEFAULT_MAXDEPTH = 12 
DEFAULT_MAXSAMPLES = 12000
DEFAULT_FILTERSIZE = 1.5

# Imager defaults
DEFAULT_EXPOSURE = 1
DEFAULT_GAMMA = 1
DEFAULT_CAMERA_RESPONSE = "Agfacolor HDC 100 plusCD" # Case sensitive
DEFAULT_VIGNETTING = 0.3
DEFAULT_MIN_DISPLAY_SAMPLES = 1

# If a texturemap is plugged into the Specular_Color and total Specular_Color * Specular_Value > CONVERT_SPECULAR_MAPS_THRESHOLD the texturemap will be plugged into the "specular" pin of the glossy
# If a texturemap is plugged into the Alternate_Specular and Alternate_Specular > CONVERT_SPECULAR_MAPS_THRESHOLD the texturemap will be plugged into the "specular" pin of the glossy
CONVERT_SPECULAR_MAPS_THRESHOLD = 0.5 

DEFAULT_IMAGE_POWER = 1

USE_TEXTURE_EMISSION_FOR_EMITTERS = 1 # Set to 0 to set emission = "blackbody" for ambient materials, or 1 for "texture emission".  If 1, then the ambient_color from the Poser material will be used as the emitter color

ANIMATION_OUTPUT_DEFAULT_FOLDER = "" # "" defaults to the Poser Temp Files (set in the Misc tab of the General Preferences)
# For example, you can set to a specific folder as follows.....ANIMATION_OUTPUT_DEFAULT_FOLDER = "C:\\Users\\Public\\Documents"

PROGRESSIVE_SAVE_OUTPUT_FOLDER = "" # "" defaults to the Poser Temp Files (set in the Misc tab of the General Preferences)
# For example, you can set to a specific folder as follows.....PROGRESSIVE_SAVE_OUTPUT_DEFAULT_FOLDER = "C:\\Users\\Public\\Documents"
PROGRESSIVE_SAVE_SAMPLES_INTERVAL = 500 # The number of samples between progressive save images

SkinNodeTemplate = [ # Always glossy
    ["diffuse", "power", 1.0],
    ["diffuse", "gamma", 2.2],
    ["specular", [0.0, 0.025, 0.05]], # Must be 3 floats = color
    ["roughness", 0.5],
    ["filmwidth", 1.0],
    ["bump", "power", 0.05],
    ["bump", "gamma", 1.0]
]

# Skin materials in the list below default to glossy.  Must be lowercase
SkinMaterials = [
    "skin",
    "skinbody", 
    "skintorso", 
    "skinneck", 
    "skinhip", 
    "skinfeet", 
    "skinleg", 
    "skinforearm", 
    "skinarm",  
    "skinhand", 
    "skinhead", 
    "skinscalp", 
    "skinlips", 
    "skinknee", 
    "skinshin", 
    "skinthigh", 
    "nipples", 
    "lips", 
    "eyesocket", 
    "nostrils", 
    "head", 
    "body", 
    "legs",
    "arms",
    "skin_body", 
    "skin_head", 
    "skin_legs",
    "skin_arms",
    "1_skinface", 
    "1_nostril", 
    "1_lip", 
    "2_skinhead", 
    "2_skinneck", 
    "2_skintorso", 
    "2_nipple", 
    "2_skinhip", 
    "3_skinarm", 
    "3_skinfoot", 
    "3_skinforearm", 
    "3_skinhand", 
    "3_skinleg", 
    "teeth",
    "tongue",
    "innermouth",
    "mouthinner",
    "gen_skin", 
    "genitals", 
    "foreskin",
    "lacrimals",
    "nailsfingers",
    "nailstoes"
]

### DEPRECIATED (no longer used) PARAMETERS
        
depreciated_REFRESH_DEFAULT = 200 # The default Viewport refresh rate

# Kernel defaults
depreciated_DEFAULT_KERNEL = "pathtracing" # Opions are "pmc", "directlighting", "pathtracing", "deep_channel_kernel"

# Camera defaults
depreciated_DEFAULT_APERTURE = 1
depreciated_DEFAULT_NEARCLIPDEPTH = 0.0001 # Should be 0.048 * POSER_TO_OCTANE_SCALE_FACTOR in order to match the default Poser camera hither, but this causes an issue with RC2 of Octane for focus picking

# Resolution defaults
depreciated_DEFAULT_RESOLUTION_WIDTH = 800 # Set to 0 to use the Poser Render Resolution width
depreciated_DEFAULT_RESOLUTION_HEIGHT = 600 # Set to 0 to use the Poser Render Resolution height

depreciated_RESOLUTION_LOCK_ASPECT_RATIO_CHECKBOX = True # Set to false to default the checkbox to Off

depreciated_REFRESH_DEFAULT = 200 # The default Viewport refresh rate
I realize how this works, When i load a V4 figure and i open octane I first have to choose remove bump maps from this prop /figure. then when I import my custom material the bump strengths and settings stay as I intended them. :), Only thing tho is that, the bump image itself is that of the original character it was saved with. Paul is it possible to change the settings to a default setting that automatically change the bump strengths upon converting the poser image to octane. Or maybe Something like a bump strenth window that lets you change the settings for each skin material( for instance, i change the settings of SkintorsoB and automatically every skin material that uses it has the settings I set for that material, instead of me going to nipple and changing it, Torso and changing it, and so on. I could even work for Diffuse and glossy sets.) Im just thinking of ways to improve on a already great plugin.
You can change the default skin bump map power in OctaneDefaults.py - in the "SkinNodeTemplate" definition under ["bump", "power", 0.05].

Also, you can import a material collection, then adjust the bump power on one material, copy that material, then paste to all skin materials.

Another option is I can add a checkbox in the Config called "Keep original bump bump power when import with replaced texturemaps".

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Witpapier
Licensed Customer
Posts: 366
Joined: Sat Nov 24, 2012 2:13 pm

that would be awesome, Thanx Paul.
RedSpec TGX for Poser / OctaneRender - OUT NOW visit http://redspec-sss.com/
KleanZlate
Licensed Customer
Posts: 69
Joined: Wed Apr 10, 2013 3:30 pm

face_off wrote: I haven't been able to reproduce this error. Can you pls post your exact workflow to get this to happen? Was an error message given?
It happens when there is an image map in the transmission node. You could try this to replicate:

1. Load Octane render in a empty Poser scene.
2. Change the GROUND material from Glossy to Diffuse.
3. Connect an image node to the Transmission node.
4. Load an image to the node.
5. Change the image node to an RGBspectrum node.

Poser crashes without an error message...
Windows 8 64bit, Intel Xeon 3.4 GHz x2, 10GB RAM, GTX 660 Ti 2GB, Poser Pro 2012 SR 3.1
Erick
Licensed Customer
Posts: 249
Joined: Thu Sep 13, 2012 9:40 am

KleanZlate wrote:
face_off wrote: I haven't been able to reproduce this error. Can you pls post your exact workflow to get this to happen? Was an error message given?
It happens when there is an image map in the transmission node. You could try this to replicate:

1. Load Octane render in a empty Poser scene.
2. Change the GROUND material from Glossy to Diffuse.
3. Connect an image node to the Transmission node.
4. Load an image to the node.
5. Change the image node to an RGBspectrum node.

Poser crashes without an error message...
I just tried it out and it didn't happen to me.
Everything worked fine.
I'm using PP2012 (cannot really justify an upgrade to PP2014 yet, for the things I do in Poser =) ) and 1.16a of the plug in.
KleanZlate
Licensed Customer
Posts: 69
Joined: Wed Apr 10, 2013 3:30 pm

Erick wrote:
KleanZlate wrote:
face_off wrote: I haven't been able to reproduce this error. Can you pls post your exact workflow to get this to happen? Was an error message given?
It happens when there is an image map in the transmission node. You could try this to replicate:

1. Load Octane render in a empty Poser scene.
2. Change the GROUND material from Glossy to Diffuse.
3. Connect an image node to the Transmission node.
4. Load an image to the node.
5. Change the image node to an RGBspectrum node.

Poser crashes without an error message...
I just tried it out and it didn't happen to me.
Everything worked fine.
I'm using PP2012 (cannot really justify an upgrade to PP2014 yet, for the things I do in Poser =) ) and 1.16a of the plug in.
I'm also using PP2012 but the 1.16a3 version of the plugin...
Windows 8 64bit, Intel Xeon 3.4 GHz x2, 10GB RAM, GTX 660 Ti 2GB, Poser Pro 2012 SR 3.1
Krew
Licensed Customer
Posts: 34
Joined: Sun May 19, 2013 2:45 am

KleanZlate wrote:
face_off wrote: I haven't been able to reproduce this error. Can you pls post your exact workflow to get this to happen? Was an error message given?
It happens when there is an image map in the transmission node. You could try this to replicate:

1. Load Octane render in a empty Poser scene.
2. Change the GROUND material from Glossy to Diffuse.
3. Connect an image node to the Transmission node.
4. Load an image to the node.
5. Change the image node to an RGBspectrum node.

Poser crashes without an error message...
For what it's worth, I just tried this with both PP2012 and PP2014 with version 1.16a3 and didn't get a crash or an error message.
Windows 10 64bit | 2 x NVIDIA TITAN XP 12GB | Intel i7-6900K (8 core/16 thread) | 64Gb RAM | GeForce Driver 376.33 | PoserPro Game Dev 2014 SR4, 10.0.5.28925 | Poser Octane Plugin Version: 3.4.4.79 | HDR Light Studio 4.3.20131206.1249, Poser v1.0.3
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

I would prefer to not have the installer over-write peoples OctaneDefaults.py files in case they have customised them.
That would be great. But the installer does overwrite a custom made OctaneDefaults.py.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
Post Reply

Return to “Poser”