Hi guys, I’m an Octane Render user and I love the quality of the renders in Octane, sometimes I found difficult to deal with the shaders in Cycles to get a similar result than with Octane so I created a shader in cycles to simulate the behaviour of Octane materials in Cycles. It would need some extra work for some other parameters but for now I get a very similar results between the two engines. I’ll try to post some pictures later maybe but for now feel free to play with that
Why Octane are so fakeish? There is no bounce light under the sphere and no “color bleeding”. I’m quite surprised. Are you sure you used similar settings?
Try yourself , in this thread is the blend file, for me it matches quite well, even if it’s not yet completed, it’s basically a direct interpretation of the Octane Settings but in cycles, that means: if you set in octane a material with specular 0.000 and roughness 0.500 you should be able to use the same settings with my shader in cycles and get a very close result. I’m planning to add some extra features but for the moment is a basic material. I Don’t understand what are you talking about fakeish in Octane all I can say is try it.
EDIT: By the way if someone wants to help me feel free to provide your own setup in here, maybe together we can get a very impressive shader. At the moment my main problem is to match the roughness like in Octane, if you see the image 4 and 5 it has somekind of a “black contour” that it’s a little bit hard to get in cycles. I haven’t spend more time but I think I can find and easy way to get even a much close shader. Maybe a new 1.1v coming soon.
Mine is not a critic. What I meant is Octane is not doing what a pathtracer is supposed to do in your scene. There is no bounce lighting under the spheres nor color bleeding (look at red and pink spheres in Cycles). I don’t own Octane i can’t try.
I was also trying to understand what’s your point with these tests, since every path tracer will give these results with pretty similar settings. Same settings will give this in Maxwell Render too for example.
I guess the point was to create shader setup interface which is being similar to octane( and many other rendering engines)
cheers,
n1k
P.S. It’s great idea btw. People using other rendering engines can quickly start testing and using cycles if they can select UI which is well know to them. I might create Vray like shader interface.