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Break down of a simple scene...

Posted: Wed Oct 22, 2014 4:02 am
by VISUAL360
Hi Paul (or any other Modo Octane Guru),

I'm trying to get my head wrapped around schematic views and nodes. Can you help me understand what/how something like this scene would break down in Octane plugin? When and where does an Octane Override have to exist in order to control the scene?

I included my shader tree so that you can see what I've built. Basically, it's a bottle with a texture (leather), with the graphic logo and type knocked out and material would be reflective, and slightly raised (bump using the same alpha image)

Not too concerned about the environment or the plane/floor. However, I would like to control the reflection/refraction rays for the floor where it applies to the reflective logo and text.

It would be really helpful to see how you would tackle this so I can learn how to set up my scenes quicker, instead of trial and error (with poor results that take too damn long!)

:)

I'm sure several others would find this beneficial as well.

Thanks for your time and help.

Re: Break down of a simple scene...

Posted: Wed Oct 22, 2014 4:11 am
by face_off
Hi

The "Effect"s RGBA and Stencil at automatically supported, but the Effect "Group Mask" is not (yet - but maybe in the next release). So if you can use RGBA or Stencil for the graphics on the bottle - do that, and you shouldn't need to use an Octane Override (since the "on-the-fly" material conversion will match that of the Modo renderer). However you can only do it using a Group Mask, with the current version of the plugin you will need to add an Octane Override and manually setup the graphics (see http://render.otoy.com/forum/viewtopic. ... sk#p203683 for a sample of the node network).

In general, use the Modo material - and if the "on-the-fly" conversion shown in the OctaneRender Viewport is not what you want, add an Octane Override and tweak the material.

Paul

Re: Break down of a simple scene...

Posted: Wed Oct 22, 2014 4:20 am
by VISUAL360
Whoa, that was quick!

Took a look at that setup but not sure I understand the two RGB inputs for first and second material. Can you explain what that does?

Re: Break down of a simple scene...

Posted: Wed Oct 22, 2014 4:30 am
by face_off
not sure I understand the two RGB inputs for first and second material. Can you explain what that does?
One is the color where the decal/graphic is enabled (ie. non-0 in the greyscale image) and is green, and the other is the main body color where the decal/graphics is NOT displayed (ie. the greyscle image is 0) and is red. There are many ways to set this up. I strongly recommend the RGBA or Stencil method (in Modo), since then you won't need to tweak the Octane Override.

Paul

Re: Break down of a simple scene...

Posted: Wed Oct 22, 2014 4:34 am
by VISUAL360
Thanks Paul. Will give this a go tomorrow and let you know if I have any more questions. Thanks for your work on this amazing plugin.