I was wondering what the best workflow for materials and textures is in Octane. Since I cannot apply the material directly in Max or any other software, whats the easiest way to do it?
Lets say i want to apply a woodfloor material in Octane. First thing I have to do, is to apply a uvmap in Max and size it so that the texture I want to use fits on the floor.
Than I export it as OBJ.
Than in Octane I apply a material to the floor and use the same texture as in Max for the diffuse channel. Than I set all the other parameters.
How can I save this material then?
Can I reuse this material then on other objects, so that the scaling of the texture fits?
Is there any workflow that I can use similar to the real world units ( or whatever it is called in Max) here in Octane?
Sorry for these Questions, but I did not find an answer to this in the manual or here.
Thanks
Question about texturing and materials
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You can't apply materials in Max but you can prepare them.
You have equivalence btwn Max mat and Octane Mat.
Max shader with specular level = 0 is a Octane diffuse material
Max shader with specular level > 0 and IOR =1.0 is an Octane glossy material.
Max shader with specular level > 0 and IOR =1.5 is an Octane specular material.
In Max you can assign textures for :
_Diffuse color = diffuse in diffuse and glossy materials.
_Specular color = specular in glossy material.
_Bump = Bump
You have to unwrap your objets in Max before export them to Octane.
If your objets have no UV, you can use procedurals textures in Octane; their coordinates are world dependent.
To learn materials basis you can watch this video :
http://www.youtube.com/watch?v=0lVD7PsP ... ideo_title
To learn how to edit, save and load materials you can watch this video :
http://www.youtube.com/watch?v=jpnF-UDc ... ideo_title
Have fun with Octane
You have equivalence btwn Max mat and Octane Mat.
Max shader with specular level = 0 is a Octane diffuse material
Max shader with specular level > 0 and IOR =1.0 is an Octane glossy material.
Max shader with specular level > 0 and IOR =1.5 is an Octane specular material.
In Max you can assign textures for :
_Diffuse color = diffuse in diffuse and glossy materials.
_Specular color = specular in glossy material.
_Bump = Bump

You have to unwrap your objets in Max before export them to Octane.
If your objets have no UV, you can use procedurals textures in Octane; their coordinates are world dependent.
To learn materials basis you can watch this video :
http://www.youtube.com/watch?v=0lVD7PsP ... ideo_title
To learn how to edit, save and load materials you can watch this video :
http://www.youtube.com/watch?v=jpnF-UDc ... ideo_title
Have fun with Octane

win 7 64 | i7 2600 3.4Ghz | 8Go | GTX 580 | 3dsmax | Octane for MAx 3.01 |Driver 306.23 |CUDA Driver 5.00