Octane MODO issues
Posted: Sun Sep 21, 2014 5:57 am
Hi Paul,
I have alot of issues with Octane for MODO. I work with projects that have usually one product but like 10 variations. And this is where Octane kinda hurts me.
1. Normal + Bump gives a very bad result compared to what I can get in MODO with no tweaking. Trying to mix the two also doesn't work very well. For instance if I sculpt in zbrush and create wrinkles for use as a normals map in MODO. Then add a leather bump that goes over the object.... well the result is not as expected. The leather doesn't show up well or the wrinkles don't. This may be my error. If it is let me know how its intended to be used.
2. As I said I generally have 1 CAD Project with multiple variations in color and pattern. My current workflow in MODO is to create a master group with all my masking and color for each part. Then I duplicate that master material group with all the groups under it in tact then just hide groups to render each product variation... In octane I can't simply select the upper group and duplicate. I have to go through each and every octane node in the shader tree and manually duplicate and move it into its respective group. That's a big one for me.
3. Mapping. I have found multiple errors. Cylinder mapping is not matching up. Nor is the UV offset features in MODO.
4. Masking, this may be my own error here but I need multiple alpha masks. So for instance I may have a plastic part that has a pattern on it that covers the whole piece. Then I have a localized mask for a decal over that other mask. And I control the color through constants in MODO and can also give them their own parameters for roughness and reflection based on my needs. I have yet to get this working properly in the plugin.
5. IOR based reflections do not give a result you would expect. Simple put reflections seem way to bright. If I set index to 1.46 for instance and spec to 1.0 I expect to get a result close to plastic. But its way way more reflective than it should be. I have compared this to both maxwell render and keyshot. The reflection seem bright. Also increasing the roughness does not seem to balance right with reflections. Again they appear very white and you lose your color if you go high on roughness.
This are the things currently preventing me from using Octane in a professional environment.
Thanks,
Seth Richardson
skype: seth.richardson2
Skullcandy
I have alot of issues with Octane for MODO. I work with projects that have usually one product but like 10 variations. And this is where Octane kinda hurts me.
1. Normal + Bump gives a very bad result compared to what I can get in MODO with no tweaking. Trying to mix the two also doesn't work very well. For instance if I sculpt in zbrush and create wrinkles for use as a normals map in MODO. Then add a leather bump that goes over the object.... well the result is not as expected. The leather doesn't show up well or the wrinkles don't. This may be my error. If it is let me know how its intended to be used.
2. As I said I generally have 1 CAD Project with multiple variations in color and pattern. My current workflow in MODO is to create a master group with all my masking and color for each part. Then I duplicate that master material group with all the groups under it in tact then just hide groups to render each product variation... In octane I can't simply select the upper group and duplicate. I have to go through each and every octane node in the shader tree and manually duplicate and move it into its respective group. That's a big one for me.
3. Mapping. I have found multiple errors. Cylinder mapping is not matching up. Nor is the UV offset features in MODO.
4. Masking, this may be my own error here but I need multiple alpha masks. So for instance I may have a plastic part that has a pattern on it that covers the whole piece. Then I have a localized mask for a decal over that other mask. And I control the color through constants in MODO and can also give them their own parameters for roughness and reflection based on my needs. I have yet to get this working properly in the plugin.
5. IOR based reflections do not give a result you would expect. Simple put reflections seem way to bright. If I set index to 1.46 for instance and spec to 1.0 I expect to get a result close to plastic. But its way way more reflective than it should be. I have compared this to both maxwell render and keyshot. The reflection seem bright. Also increasing the roughness does not seem to balance right with reflections. Again they appear very white and you lose your color if you go high on roughness.
This are the things currently preventing me from using Octane in a professional environment.
Thanks,
Seth Richardson
skype: seth.richardson2
Skullcandy