Any plans for adding calibration pre-sets for Octane render? Growing number of users and i have seen on Octane forums quite a few are using DDO but sonme have problems getting the same look as in 3DO.
If not wich claibration pre set would work best with Octane render? I have tried one of the PBR ones and it seems to work ok.
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The devs have mentioned in the forums that they might add the ability to insert an IOR texture in an upcoming release though. Maybe you guys could get in contact with them, I think they'd be happy to work with you. Octane really is perfect match for DDo.
Let me know if there's any other way I can help. I plan on using DDo/Megascans as a big part of my Octane work.
Did some test today and this is the closest i got to matching 3Do. Hard to set up the light the same of course. HDRi enviroment map on the Octane render frame. Looks a bit more stylized in 3Do and more natural in Octane but i prefere the 3do look. Guess i need to tweak more in Octane as it looks a bit dull. Any tips greatly appreciated. Can post my node set up if you like. DDO did a great job with the spec map making the coroded green copper areas non specular. On this model i think it worked well.
The 3Do version is picking up a lot more fine details on the horn (bone) and on the metals. Partly due to the dull even lighting i set up in octane but i can never get this detail in Octane. tried several light set ups.
I made this texture in like 4min in DDO. I am pretty excited about that! If it could only be more stable..
First image is 3Do and second Octane
Seems like the glossy map almost works for roughness. Would be great if it worked with out needing tweaking.
Diffuse, spec color, roughness, and normal/bump/displacement (you can only use one in octane currently) are the inputs I use from ddo. Then I use IOR to define reflectivity. Ingmar, that might be why your metal material looks off. Most things are in a very narrow IOR range, except for metals. Also, on the images you posted its hard to tell without looking at your hdris, but it's possible your linear workflow is off. Remember that octane expects everything to be ready for a linear workflow, so if you import rgb textures that aren't properly corrected, you'll need to adjust their gamma in octane to 2.2.
Remember though, IOR won't take a texture input. So for something like a metal with a plastic coating, you will need to use a mix material and a mask to get the right look for the two layers.
The dull metal was caused by a HDri enviroment texture that was not realy a proper HDRi i think. On the right track now i think.
What would be a good IOR for wood btw?
From there, the roughness and bump/normal/displacement become really important into defining the look. The difference between an archviz wood floor and a dirty, rotted wood is going to come from those.
For metal i have always used Glossy shader with IOR set to 1.0 and if i want to make a cooper like material i plug a bronze colored spec map. I have also used dirt material with for example rust plugged in to diffuse and metall spec to glossy map.
I guess my node set up is not very good? You are using specular material for metal? Could you explain how you set up a metal material?
@ingemar I use the glossy material, Gordon is correct. Index is the I in IOR. I'm currently expanding my render computer (2 sc Titans and 4 6gig 780s!!!) so Its currently in pieces, but it should be all together next week. I'm just waiting on my 6 gpu case to come in. When I have it all set up I can show you how I make a metal if you'd like.