Texture Environment


The Texture Environment affects the illumination and color of the environment.


Texture Environment settings can be accessed from the Render Toolbar > Environment button.



Texture Environment Parameters

Environment - Controls the Environment type.

Use Modo Environment Power - When enabled, environment power will be controlled by Modo's Shader Tree > Environment > Intensity.

Power - Controls the brightness of the environment.

Use Modo Environment Rotation - When enabled, environment rotation will be controlled by Modo's Shader Tree > Environment > Image > Texture Locator > Rotation.

Rotation X/Y/Z - When an image is used in the Modo environment, these properties control the image rotation.

IBL Y Translate - When an image is used in the Modo environment, this property allows the image to be moved up and down on the Y axis.

Importance Sampling - Enables quicker convergence (noise reduction) for HDRIAn image which presents more than 8 bit per color channel unlike most common image formats. images by applying importance to certain areas of the HDRI, which prioritizes areas to resolve sample rays more often than other areas.

Texture Environment Power - Only used when Environment is set to Daylight Environment Lighting. See Daylight Environment for details.

Use RGB Color - When enabled, the proceeding RGB Color is used.

RGB Color - The color used by the Octane environment. This channel can also be dragged into the Modo Schematic and connected to Octane nodes for a custom node based environment (see the example at the end of this section).

Use Modo IBL GammaThe function or attribute used to code or decode luminance for common displays. The computer graphics industry has set a standard gamma setting of 2.2 making it the most common default for 3D modelling and rendering applications. - When enabled, the Modo environment image gamma will be used.

IBL Gamma - Controls the environment image gamma.

Medium - To add an Octane Medium, drag this channel into a schematic workspace, and attach a Medium node to it. See Environment Medium Fog for more details.

Medium Radius - Radius of the environment medium. The environment medium acts as a sphere around the camera position with the specified radius.


Creating Custom Node Based Environments

The plugin also supports custom node based environments. You must enable Texture Environment > Use RGB Color and drag the RGB Color channel into schematic. Octane nodes can then be connected to the R channel.


The following example demonstrates a way to color correct Image Based Lighting:

  1. Create a new Schematic workspace and call it "Octane Environment"
  2. Click the Render toolbar > Environment button
  3. Set the Environment to Texture Environment
  4. Enable "Use RGB Color"
  5. Drag the "RGB Color" channel label into the Schematic.
  6. Add an Octane Color Correction node and plug it into the Environment RGB Color (Octane) R channel.
  7. Add an Octane RGB Image node, set the gamma to 1 and plug it into the Octane Color Correction Input channel.
  8. Click the Render toolbar > Images button, drag the HDRI image onto the schematic and plug new filename into the Octane RGB Image filename channel.
  9. Add an Octane Spherical Projection and plug it into the RGB Image Projection channel.
  10. Set the Rotation Y to 180 and Scale X to -100. This will match Modo's IBL if it has not been rotated. If the Modo IBL has been rotated, you will need to adjust the Octane Transform Node Rotation Y accordingly.
  11. You can now color correct the IBL image via the properties in the Octane Color Correction node.