
Although multiply would work, i think that's not the easiest solution for the end user considering the user would have to do some extra math and pretty exact values in their texture to get it to work. Using a multiply texture you could extend the range if necessary.

without an additional multiply texture, the IOR value range would then be. Would it make sense to make calculate the IOR via IOR = 1 + ? I.e. How would you define the index of refraction via a texture that usually has only values in the range. I will have a look at it the coming days to see how much work it is and what the performance impact. Are we still waiting on OSL for this to be doable? I can save considerable time by having an IOR map instead of separate materials for every level of IOR on a prop. Polygons wrote:Raising this thread from the dead to add to the users requesting IOR maps. It may not be the best use of dev resources to delay V3 over this, but we will look into it. I will talk to the team and see how much time it might take to get IOR texture input in the final 2.x release. We may look into formal low level support at the end of the 3.x dev cycle if necessary. UDIM is a higher level feature that can be implemented in the host app on top of Octane itself. We are close enough with the release of V3 where an OSL solution should be the way we resolve this and any other missing shader functionality not in 2.x. I am in agreement that an IOR texture input pin is important. Along with a lack of UDIM support, this is really cramping my workflow.Īny chance something could be worked out? Or will we just have to wait and see what options OSL brings? It's just really frustrating to have such a great workflow with Vray, which I still use occasionally, in Painter now and soon with Mari, while having to jump through hoops with Octane to get everything looking right. I know there was talk of a possible OSL solution in the future with V3, but is there some limitation of the engine that would make it really difficult to implement now with the Glossy Material? The Allegorithmic team tried to make a Painter/designer export for Octane but couldn't because of the lack of an IOR texture input. (Mari 3 even has actual shaders for Vray, Redshift, and Arnold)

Substance Painter/Designer now has easy export settings for Vray, Arnold, Corona, and Redshift. Fatrobotsneedlove wrote:I know this has been brought up before, but this is a really really big missing feature for me.
