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A couple of questions

Posted: Wed Jul 22, 2020 4:54 pm
by kabakZ
Hi, I have a couple of questions about Octane, and it would be nice to get some answers from the developers or experienced users.


1. What is a representation of Blender's "non-color" texture profile in Octane?
Should I set the texture gamma to 1.0 instead of the default 2.2 for normal/bump/spec maps?


2. OpenGL/DirectX normals.
Is there a chance to finally get an "Invert Normal" checkbox for normal maps that flips Y channel?


3. Spectron lighting. Is Spectron lighting already implemented for the Blender version?
If not, is there an approximate time when it will be implemented?


4. RTX. Is it true that Octane's RTX or RTX itself perform better with triangle topology rather than quads?


Thanks! :D

Re: A couple of questions

Posted: Thu Jul 23, 2020 5:02 pm
by linograndiotoy
1. What is a representation of Blender's "non-color" texture profile in Octane?
Should I set the texture gamma to 1.0 instead of the default 2.2 for normal/bump/spec maps?
Yes, that's what I normally do. It can also depend on the texture format (I always use 1 for EXR file for example).
2. OpenGL/DirectX normals.
Is there a chance to finally get an "Invert Normal" checkbox for normal maps that flips Y channel?
That would be welcome, meanwhile you can use an OSL shader.
3. Spectron lighting. Is Spectron lighting already implemented for the Blender version?
If not, is there an approximate time when it will be implemented?
Yes,Spectron lights (Area and Sphere)are already implemented in Octane for Blender.
4. RTX. Is it true that Octane's RTX or RTX itself perform better with triangle topology rather than quads?
Internally all quads are converted to triangles when rendering, so all your geometry is always made of triangles.
Thanks! :D
You're welcome.

Re: A couple of questions

Posted: Thu Jul 23, 2020 10:18 pm
by J.C
kabakZ wrote:Hi, I have a couple of questions about Octane, and it would be nice to get some answers from the developers or experienced users.


1. What is a representation of Blender's "non-color" texture profile in Octane?
Should I set the texture gamma to 1.0 instead of the default 2.2 for normal/bump/spec maps?
If your image is a HDR image set it's gamma to 1 otherwise all other LDR images should be 2.2

Re: A couple of questions

Posted: Mon Jul 27, 2020 10:05 am
by kabakZ
So, in theory, Spectron area light (with portals?) should perform better and produce less noise for interior scene setup, when lighting is coming through a window, rather than an HDRI?

Re: A couple of questions

Posted: Mon Jul 27, 2020 1:53 pm
by linograndiotoy
kabakZ wrote:So, in theory, Spectron area light (with portals?) should perform better and produce less noise for interior scene setup, when lighting is coming through a window, rather than an HDRI?
Portal lights are a different concept.
Spectron lights are Sphere and Area lights that are way less noisy than emissive geometry.