Color correction node brightness higher than 1?

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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adamnerva
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Hi Paul,

In the Octane Modo plugin, the brightness value in the color correction node only goes up to 1. But in Octane standalone the brightness value can go beyond 1, way above 1. Is this a bug in the Modo plugin?

Thanks.
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face_off
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The slider in Octane Standalone goes to 1, but you can enter over this value in the number edit box. In general, the Modo edit box max is matched to the Octane Standalone slider max. If there is a special need to increase the maximum for a value - I can do that, but I'd need to know the new max.

Paul
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adamnerva
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I am rebuilding the Quixel shader in Modo and their are several instances of the color correct node using a brightness value over 1. Usually in the rang of 1.1 to 1.3. I'm not even sure octane standalone has a limit. It lets me enter 500 in this field.
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face_off
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I am rebuilding the Quixel shader in Modo and their are several instances of the color correct node using a brightness value over 1. Usually in the rang of 1.1 to 1.3. I'm not even sure octane standalone has a limit. It lets me enter 500 in this field.
Yes - but Modo will need a maximum value.

Also - if you are rebuilding the Quixel shader - are you aware that you can create a sub-assemby with inputs being the texturemaps and outputs being the to each pin in the final material node. For example - the sub-assembly "New Assembly" could contain all the Quixel shader nodes - and then you simply plugin in the texturemaps to the inputs.

Paul
Attachments
subassembly2.png
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adamnerva
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Thanks, Paul. I think a maximum value of 100 would be more than sufficient.

I was looking for texture in and material out nodes like in standalone but didn't see them. I guess I will need to learn how sub assemblies are done in Modo. I haven't used the Modo schematic much.
adamnerva
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Also, I'm confused about your sub-assembly example there. The root of the Quixel shader is a mix material. It is a multi-material shader. I would need texture inputs and then a material output to do this like it is in Octane standalone.
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face_off
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I couldn't find the Quixel shader in the LiveDb - if you can tell me where it is I can be more specific. But if it's a Mix Material, you can do this as per the screenshots below. Keep in mind there is not pin compatibility validation within the sub-assembly, so you can make illegal connections.

Paul
Attachments
quixel1.png
quixel2.png
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
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Below is a pre-release of the next version of the plugin with the color correction brightness change.

3.0.4.96 (pre-release)
- 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

https://render.otoy.com/customerdownloa ... _64bit.exe

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
adamnerva
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Thank you. The Quixel shader in Octane standalone Live BD is named "MBB_QUIXEL_PBR."
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face_off
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I had a quick run at converting the shader, but got about 1.2 way through before hitting an issue. There is a gradient in the shader which has in input for it's Start Value (from the Dielectric F0 Reflection input), which is not supported in the plugin. Attached is how far I got. You may have an idea how to get around the input into the gradient problem.

Paul
Attachments
3.0.4 quixel shader.zip
(13.77 KiB) Downloaded 272 times
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
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