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How to use these maps in Octane
Posted: Sun Feb 22, 2015 3:40 am
by Scottiefeng
I am thinking the maps should be used in following ways, but really not sure. Please advise
Reflection maps=roughness?
Transparency = opacity?
Gloss map= specular?
Mask Map = ???
Thanks for help
Re: How to use these maps in Octane
Posted: Sun Feb 22, 2015 4:58 pm
by Syd_86
Hi,
Reflection maps= node > environments > texture environment > rgbimage
Transparency map and Mask map = opacity
Gloss map= specular black=0 white=1
Roughness= node roughness, regulates the gloss specular node
example: you can create a glossy material, apply a saw wave generator to channel specular, then applies a generator to the channel roughness.
So you can see how the channel interferes roughness on specular channel.
I hope this helps you understand, what kind of image you have to assign to the different channels.
Correct me if i'm wrong.

Re: How to use these maps in Octane
Posted: Sun Feb 22, 2015 5:38 pm
by itsallgoode9
what specifically are you looking for with a "mask map" that is different than opacity? I might be able to give you some insight on that.
Re: How to use these maps in Octane
Posted: Mon Feb 23, 2015 9:28 am
by Rikk The Gaijin
From Top left: Albedo, Gloss, Normal, Translucency, Cavity, Displacement, AO, Bump and Alpha.

Re: How to use these maps in Octane
Posted: Tue Feb 24, 2015 3:35 pm
by Tugpsx
Wow! Rikk no wonder you works are so detailed. With this many maps its bound to give great detailed images. Thanks for sharing.
Re: How to use these maps in Octane
Posted: Tue Feb 24, 2015 7:42 pm
by linvanchene
Rikk The Gaijin wrote:From Top left: Albedo, Gloss, Normal, Translucency, Cavity, Displacement, AO, Bump and Alpha.
I know how to use in OctaneRender:
Gloss, Normal, Displacement, Bump and Alpha.
And as far as I know it is not recommended to mix Normal, Bump and Displacement together in OctaneRender but to use just one of those types for each surface.
- - -
But can someone show some examples how to use in OctaneRender:
Albedo, Translucency, Cavity, AO ?
Re: How to use these maps in Octane
Posted: Wed Feb 25, 2015 1:01 am
by Rikk The Gaijin
Tugpsx wrote:Wow! Rikk no wonder you works are so detailed. With this many maps its bound to give great detailed images. Thanks for sharing.
Hey thanks, but I have nothing to do with the image above, it's taken from QUIXEL website, I thought it was a good example of how maps should look.
Re: How to use these maps in Octane
Posted: Wed Feb 25, 2015 1:06 am
by Rikk The Gaijin
linvanchene wrote:
But can someone show some examples how to use in OctaneRender:
Albedo, Translucency, Cavity, AO ?
Albedo is just the pure color of your texture, and you need to plug it into the Diffuse slot of your material.
If you have a Translucency map, you need to create a Transmission node, and plug it in there (only Diffuse material and Specular material supports it, you can't use it with Glossy)
There isn't a dedicated slot for Cavity, so if you want to use it, I suggest to combine it with the albedo map in Photoshop.
AO maps are useless in Octane, as you already get an accurate ambient occlusion from the renderer.
Re: How to use these maps in Octane
Posted: Wed Feb 25, 2015 4:45 am
by Scottiefeng
Thanks for the input. Especially the samples given by Rikk. I will try them out.
Re: How to use these maps in Octane
Posted: Wed Feb 25, 2015 10:45 am
by Scottiefeng
Syd_86 wrote:Hi,
Reflection maps= node > environments > texture environment > rgbimage
Transparency map and Mask map = opacity
Gloss map= specular black=0 white=1
Roughness= node roughness, regulates the gloss specular node
example: you can create a glossy material, apply a saw wave generator to channel specular, then applies a generator to the channel roughness.
So you can see how the channel interferes roughness on specular channel.
I hope this helps you understand, what kind of image you have to assign to the different channels.
Correct me if i'm wrong.

Thanks。 Very helpful