Trying to get the materials right for this model.
Octane imports it Glossy by default but as you can see the colors are all washed out for some reason...
So next I tried Defuse, the colors are much better but now there is almost not reflection at all.
The third image is the effect i am going for.
I know I must be doing something wrong but have no idea what.
Any suggestions would be much appreciated
Need some help with this monster
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Stick with specular, but reduce the roughness to give it more defined shine (something like 0.1 maybe), set the index to about 1.4 and specular about 50%. Tweak those 3 settings to get the look you are after. Maybe add some turbulance to the bump to break things up a little.
Paul
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
- harlequin3d
- Posts: 8
- Joined: Fri Apr 11, 2014 2:54 am
Sorry newb here. Use smaller words pleaseface_off wrote:Stick with specular. Maybe add some turbulance to the bump to break things up a little.

Do you mean change the node type to specular?
Or leave it as glossy but adjust the specular settings within?
How would I add turbulance? Or rather where in the material list?
You are probably at the stage of needing to watch some tutorials to find out how everything fits together with Octane. Suggest visiting http://render.otoy.com/forum/viewforum.php?f=51, reading the on-line plugin manual, and absorbing all the other info available on the forum.
Paul
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
This is alittle involved, but what I would try is a material mix. The first material getting close to the texture you want (like Paul talks about above) and the second material a type of glass so what you end up with is a perception of depth...reflections offset a bit from the texture itself, similiar to the 3rd xenomorph picture. I'm at work at the moment, but I'll do some experimenting later tonight with this.harlequin3d wrote:Sorry newb here. Use smaller words pleaseface_off wrote:Stick with specular. Maybe add some turbulance to the bump to break things up a little.![]()
Do you mean change the node type to specular?
Or leave it as glossy but adjust the specular settings within?
How would I add turbulance? Or rather where in the material list?
i7 6800K (6 core), 24 GB, GTX 1080 8gb, Titan X 12gb
- harlequin3d
- Posts: 8
- Joined: Fri Apr 11, 2014 2:54 am
This manual: http://render.otoy.com/manuals/Poser/ ? Yeah I already read it. I HAVE tried to figure this stuff out on my own. Asking here is a last resort...not a first step.face_off wrote:You are probably at the stage of needing to watch some tutorials to find out how everything fits together with Octane. Suggest visiting http://render.otoy.com/forum/viewforum.php?f=51, reading the on-line plugin manual, and absorbing all the other info available on the forum.
Paul
samhal wrote: This is alittle involved, but what I would try is a material mix. The first material getting close to the texture you want (like Paul talks about above) and the second material a type of glass so what you end up with is a perception of depth...reflections offset a bit from the texture itself, similiar to the 3rd xenomorph picture. I'm at work at the moment, but I'll do some experimenting later tonight with this.
I'd be willing to give it a shot if you can recommend some settings. One of my problem with material mix is where to plugin the image maps that come with the model. I wasn't sure which ones to use, if any. It comes with defuse, displacement, normal, reflection and specular
Anyway I made some changes based on Paul's recommendations and it is looking much better. Still needs a little work though.
harlequin3d wrote:This manual: http://render.otoy.com/manuals/Poser/ ? Yeah I already read it. I HAVE tried to figure this stuff out on my own. Asking here is a last resort...not a first step.face_off wrote:You are probably at the stage of needing to watch some tutorials to find out how everything fits together with Octane. Suggest visiting http://render.otoy.com/forum/viewforum.php?f=51, reading the on-line plugin manual, and absorbing all the other info available on the forum.
Paul
samhal wrote: This is alittle involved, but what I would try is a material mix. The first material getting close to the texture you want (like Paul talks about above) and the second material a type of glass so what you end up with is a perception of depth...reflections offset a bit from the texture itself, similiar to the 3rd xenomorph picture. I'm at work at the moment, but I'll do some experimenting later tonight with this.
I'd be willing to give it a shot if you can recommend some settings. One of my problem with material mix is where to plugin the image maps that come with the model. I wasn't sure which ones to use, if any. It comes with defuse, displacement, normal, reflection and specular
Anyway I made some changes based on Paul's recommendations and it is looking much better. Still needs a little work though.
Looks much, MUCH better! Keep at it and you'll get there...and getting there is part of the fun (and pain) of Octane!

Most of it is straight forward...diffuse textures plug in the diffuse channel, normal textures (greyscale) go into the normal channel and specular (also greyscale)into specular. It's possible to put the normal texture into the bump channel but bumps are RGB by nature.
You could use the reflection map, but I'd just let Octance create it's own reflections based on the lighting you're using. Displacement maps aren't supported yet ALTHO you can use them as normal maps if you didn't have any bump/normal textures.
For instance, with the plugin diffuse node, select it and choose RGB image from the pulldown in the bottom pane. From the dialog popup, select the xenomorphs diffuse texture. Same with the others. If you find yourself running low on video card resources, choose greyscale image instead of RGB..it'll still work fine.
Hope all this makes sense. I'm doing all this from memory, so my terminology (and steps) may be a little different from reality.
i7 6800K (6 core), 24 GB, GTX 1080 8gb, Titan X 12gb
- harlequin3d
- Posts: 8
- Joined: Fri Apr 11, 2014 2:54 am
That makes perfect sense. Thank yousamhal wrote: Hope all this makes sense. I'm doing all this from memory, so my terminology (and steps) may be a little different from reality.
Paul suggested adding some turbulence to the bump. Would I do that by just changing the image file I am using for bump to turbulence?
Or would I be better off doing a mix, keeping the image file and adding turbulence as well?
To be honest, I've never messed with turbulence, so I'm not sure. Maybe someone can answer up on that one.harlequin3d wrote:That makes perfect sense. Thank yousamhal wrote: Hope all this makes sense. I'm doing all this from memory, so my terminology (and steps) may be a little different from reality.
Paul suggested adding some turbulence to the bump. Would I do that by just changing the image file I am using for bump to turbulence?
Or would I be better off doing a mix, keeping the image file and adding turbulence as well?
i7 6800K (6 core), 24 GB, GTX 1080 8gb, Titan X 12gb
If the Poser monster already has a bump map, then use it rather than a turbulence node.
Paul
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question