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Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Sun Feb 14, 2016 11:30 pm
by face_off
I thought I would write to see if there has been any movement on adding any of Modo's procedural textures into Octane? I have been baking textures into maps, which has been working well, but it would be nice to be able to remove that step in the process.
Hi Fred - no change with this. It will require TheFoundry to build in support for plugins to be able to access the procedural shader bitmaps.
Also, has their been any though as to if the clear-coat channels will be integrated? When clear-coat bump and clear-coat roughness were introduces they really helped in building more realistic lacquered materials.
I have been using mix materials to get a similar effect, but I sometimes I want to default to on-the-fly conversions
It's not something I've investigated. If you have a sample scene showing the Modo and Octane material layouts, and the conversion rules (ie. Modo Material property XYZ = Octane Material pin ABC) I can see if it can be coded into the plugin.
Paul
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Mon Feb 15, 2016 12:23 am
by fmuram
Hi Paul,
I will send over a scene with a shader that does what I am hoping to do in Octane. The main function of the clear-coat channel I rely on is the ability to create 2 distinct specular lobes with varying fresnel values. This is how I have been able to make something look as though it is heavily lacquered.
I have noticed the fresnel values do not work identically in Octane as they do in Modo. I have been trying to substitute falloff maps to create similar effects. Is this correct? If not, is there a node to adjust the glancing angle of the reflection?
Thanks,
Fred
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Mon Feb 15, 2016 12:26 am
by face_off
I have noticed the fresnel values do not work identically in Octane as they do in Modo. I have been trying to substitute falloff maps to create similar effects. Is this correct? If not, is there a node to adjust the glancing angle of the reflection?
This is out of my field of expertise, however I recall it being discussed in these forums (potentially regarding the Quixel shader?). Suggest you search these forums for an answer.
Paul
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Mon Feb 15, 2016 12:32 am
by fmuram
Thanks Paul. I will see if I can find a solution.
Fred
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Thu Feb 18, 2016 11:41 am
by v1adut
Hi Paul,
I have tested scattering node, and it looks like it does not work, can you please check it. It has no effects.
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Thu Feb 18, 2016 10:46 pm
by face_off
I have tested scattering node, and it looks like it does not work, can you please check it. It has no effects.
I'm not sure what you mean by this. Can you provide a workflow or sample scene which demonstrate this problem pls?
Thanks
Paul
Re: OctaneRender for Modo 3.0.4 [TEST]
Posted: Fri Feb 19, 2016 8:40 pm
by v1adut
face_off wrote:I have tested scattering node, and it looks like it does not work, can you please check it. It has no effects.
I'm not sure what you mean by this. Can you provide a workflow or sample scene which demonstrate this problem pls?
Thanks
Paul
Ok Paul,
I will prepare a scene, to check it .
Cheers,
Vlad
PS: Nice to meet you on linked in

Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Wed Mar 02, 2016 3:52 am
by face_off
I have refreshed the installers at the top of this thread with:
3.0.6.97
- Compiled with Octane 3 alpha 6 (3.0.6). Note the minimum Nvidia driver required is 353
- The Object Layer Color render layer/infochannel kernel type is not yet usable
- Changes to the Linux build to support earlier versions of Linux
3.0.4.97
- Fixed issue where the Baking Camera was sometimes missing Baking Group Id and UV Set
3.0.4.96
- The Object Layer node connected to an exported .abc file is now named according to it's owner .abc file when using the octane.saveAnimation command
- Color Correction->Brightness now has a maximum value of 100
Paul
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Fri Mar 11, 2016 10:27 pm
by Tharso
Does Udims works with displacement node? I cant get to work here only diffuse udims. version 3.0.6
Re: OctaneRender for Modo 3.0.6 [TEST]
Posted: Sat Mar 12, 2016 1:48 am
by face_off
Does Udims works with displacement node? I cant get to work here only diffuse udims. version 3.0.6
I doubt UDIM's would work with displacement, since the UDIM node graph does all sorts of transforms on the texturemaps, which is not going to work with the current Octane Displacement implementation.
Paul