![]() ![]() It may also be worth referring to the online manual for more information. This is very useful when new to the NGE, as you can’t plug something in where it can’t be used. Once nodes are placed they can be connected using the colour-coded terminals. Other nodes are available for setting colour, placing images, generating procedurals (like noise), manipulating uv projections, setting displacement, setting emitters and so on. Once you become familiar it is very versatile and can lead to a multitude of new ways for generating materials for example generating a greyscale image using a noise generator, mixing it with a turbulence generator and using the result instead of a bump map for variation on a the skin surface. It may seem a little daunting for anyone unfamiliar with node based systems, but this is by far the easiest way to manipulate materials in Octane (and in my opinion within Daz also). Nodes are available from the pull-out list on the left, can be dragged into the main viewport, and then edited on a node-by-node basis on the right. Mix node – combines two or more of the previous surface nodes.Specular – clear or transparent surface, and.The node-graph of a more complex skin material. Select the node-graph editor (4 in diagram).īelow, I show the nodegraph editor (or NGE) with a simple diffuse material.Adjust settings in the right hand window (3 in diagram).Generate as new light source – will create a new blank diffuse material set up as a simple, textured, or IES profile light emitter.You will normally need to tweak these auto materials, particularly if they are based on iRay shaders in Daz (though this is improving with newer releases). Generate as new material > auto – will take the existing material settings applied within Daz and try to create a suitable material.Generate as new material > blank – will create a new blank diffuse material.Right click a surface window (2 in diagram), and select either:.Materials from the database can be edited/saved as presets once downloaded This material will then be downloaded from the internet and applied. Search the Live Database (not available in demo) – then drag that over to desired surface.This is very useful when setting materials for skin. The new material will be an instance of the original but can be edited. Right-click the material and copy as new material. ![]() Drag it from the used or preset area to the desired surface (you can use the same material on multiple surfaces).This is where you assign materials (shaders) to your model within Daz Studio. Once installed, you can access the plugin from within Daz via the OctaneRender Main link in the Render menu, or use the toolbar icon (see below). In terms of hardware I am using an 8 core i7 5960x, 32gb ram, and dual Titan X GPUs, though it will work quite happily on more modest machines (I started on an old Macbook pro). If you do not have a licence of Octane, a trial version is available for standalone and plugin versions ( I use the 3.0.6 beta version, but the tutorial will work just as well with the stable 2.24 version. You make an adjustment in Daz, it is updated in the render preview in close to real-time. There is very little to separate them regarding the tools available or the quality of what is produced, but the Daz plugin is infinitely easier to use. There are two ways of using Octane with Daz Studio – through the standalone Octane Render Software or the Daz Integrated Plugin. This article does a great job at explaining the Basic Theory of Physically-Based Rendering. In particular, simulated light bounces around a simulated environment hitting simulated surfaces until it hits the lens of a simulated camara. My understanding of this is that the engine accurately simulates the characteristics of light and it’s interaction with a variety of surfaces. Octane is, like iRay, a Physically Based Renderer (PBR).
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