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Text on Glass
Posted: Mon Jan 30, 2017 3:48 am
by VISUAL360
Hi Paul,
I'm doing some testing and have an image I rendered out in modo (see image below) that I would like to convert to octane. However, I'm not sure what to do regarding the glass material, png image and conversion to octane materials
Can you take a look at the file and help me understand how to go about adding a text/decal to the glass layer and being able to add a bump/displacement to it so it looks almost silk screened. Also, I'll need to control that material used for the text so I can add some texture.
Let me know if you have any questions. I'm sure a lot of folks would find this beneficial.
Thanks for your help in advance. If anyone else has a good workflow, please share.
https://www.dropbox.com/sh/wt7uhxqlqvgw ... oqZ6a?dl=0
Re: Text on Glass
Posted: Mon Jan 30, 2017 5:07 am
by face_off
Hi - this is one of those cases where the plugin has not be coded to cope with this specific Modo Shader Tree setup, so you need to add an Octane Override and set it up manual.
I think having the Layer Mask in a sub Group is confusing the plugin. I am confused myself how this is supposed to be interpreted. Octane will be converting the Material inside "Group", not Material (249) - so set the Transparent Amount to 100% and the ROI to 1.52 in the Group Material. You should find the glass will render similarly for Octane and Modo.
The Layer Mask is not converted for Specular materials - so add an Octane Override to "Group", and set it up as below. Set the Alpha Image Border Mode to Black.
Paul
Re: Text on Glass
Posted: Mon Jan 30, 2017 5:34 am
by VISUAL360
Thanks Paul. Not working for me here. Any chance you can resend the updated modo file with the octane settings you presented?
Also, you mentioned you were confused about the layer mask. Is there another way I should have set that up in the shader that is more intuitive? Let me know.
Appreciate the quick response.
Re: Text on Glass
Posted: Mon Jan 30, 2017 7:55 am
by face_off
Pls see attached file.
Also, you mentioned you were confused about the layer mask. Is there another way I should have set that up in the shader that is more intuitive? Let me know.
There are a few way to do this, but I'm not sure what the most modo'ish is - sorry.
Paul
Re: Text on Glass
Posted: Mon Jan 30, 2017 2:10 pm
by VISUAL360
Hey Paul,
It looks like I'm missing a file called uv_map.jpg. Did you change that original image for some reason? See below for what I'm getting. Does this work on your end when you preview it?
Re: Text on Glass
Posted: Mon Jan 30, 2017 3:37 pm
by funk
VISUAL360 wrote:If anyone else has a good workflow, please share.
The way you have it set up in modo is pretty odd. I actually dont understand why its even working
Anyway, here is how I would do it in octane (you need to use nodes). I also adjusted the modo version to something that makes more sense to me (there are several ways to tackle it).
NOTE: I have the image in the shader tree which is disabled, because it's texture locator is used by an octane node, and it needs different settings to the texture locator modo uses.
Re: Text on Glass
Posted: Mon Jan 30, 2017 8:58 pm
by VISUAL360
Haha. Thanks Funk for the help.
Yes. I'm not exactly sure how that worked either. I thought there was a bug with 902 with layer or group masks. Thought that was why I did it that way.
Anyway, I checked out your file. Good to know there's a better way! Appreciate your help.
Maybe you can answer this...that bottle looks like it has two panes of glass as opposed to showing "thickness". What do you think I need to do to make the glass look more accurate?

Re: Text on Glass
Posted: Mon Jan 30, 2017 10:43 pm
by face_off
Did you change that original image for some reason?
You didn't provide any images, so I just used my own. Replace them when loading the .lxo with you own images.
Paul
Re: Text on Glass
Posted: Tue Jan 31, 2017 6:39 am
by funk
I found images in his download. You can see them in the version I reuploaded
Re: Text on Glass
Posted: Tue Jan 31, 2017 6:44 am
by funk
VISUAL360 wrote:
Maybe you can answer this...that bottle looks like it has two panes of glass as opposed to showing "thickness". What do you think I need to do to make the glass look more accurate?
Yes, Octane seems to render glass differently (double sided reflections), plus you also have your internal liquid. This is something I don't deal with much
It's probably a better idea to search the forums for more experienced users doing stuff with glass to see how they handle it.
Depending on the renderer, there are rules on how the glass and liquid geometry should penetrate too.