What converts
The converter aims to do most of a scene for you and to tell you clearly about the rest. This page is the whole picture on one page; each row links to the detail.
Materials
Section titled “Materials”| Octane | Redshift | Finish by hand |
|---|---|---|
| Universal, Glossy, Diffuse | Standard Surface | Displacement, procedural textures, Universal’s metallic amount |
| Metallic | Standard Surface, Metalness 1 | A colour image on the Metallic colour |
| Specular | Standard Surface glass (refraction on) | Dispersion and absorption are approximate |
| Universal / Glossy named like glass | Standard Surface glass | As Specular |
| Toon | Standard Surface (marked for review) | The toon look |
| Standard Surface | Standard Surface | Coat, sheen, subsurface, refraction, emission images |
| Mix | Material Blender with two References | Procedural blend amounts other than Noise; nested Mixes |
| Composite, Portal, Shadow Catcher, Hair, others | Grey default Standard Surface (marked for review) | The whole material |
| Channel | Carried across |
|---|---|
| Colour, roughness | Value or image |
| Specular colour, IOR | Value |
| Normal map / bump map + bump height | Image, via a Bump Map node |
| Opacity | Image (Sprite cut-out on leaf and plant materials) |
| Transmission | Image, to Subsurface Scatter Color (refraction on glass) |
| Emission | Blackbody emission colour, and power × 0.01 as Emission Weight |
| Color Correction | Rebuilt as a Redshift Color Correct (no Invert) |
| UV transform | UV Context Projection |
| Displacement | Not converted |
Lights
Section titled “Lights”| Octane | Redshift | Carried across |
|---|---|---|
| Area light + Octane light tag | Area | Size, power × 0.1, temperature, animation |
| Omni light + Octane light tag | Point | Power × 0.1, temperature, animation |
| Spot or Square Spot light + Octane light tag | Spot | Size, power × 0.1, temperature, animation |
| Infinite light + Octane light tag | Infinite | Power × 0.1, temperature, animation |
| Photometric light + Octane light tag | IES | Temperature, animation |
| Any other light type + Octane light tag | Area | Size, power × 0.1, temperature, animation |
| Daylight tag | Physical Sun | Position, rotation, animation |
| Environment tag (HDRI) | Dome | HDRI image, power × 10, rotation, animation |
Temperature carries across for Blackbody lights only. Light colour set by texture, IES profile files, spot cone angles, area shapes and Daylight settings aren’t carried across. Converting lights
Cameras
Section titled “Cameras”| Octane | Redshift | Carried across |
|---|---|---|
| Camera + Octane Camera tag | Redshift Camera beside it | Transform, focal length, sensor size, focus distance, f-stop (Bokeh on when the Octane camera has an aperture), animation, tags |
Focus object, bokeh shape, motion blur, clipping, distortion, imager and post-processing aren’t carried across. Converting cameras
Scatter
Section titled “Scatter”| Octane | Redshift | Carried across |
|---|---|---|
| Scatter | MoGraph Matrix + Redshift Object tag (Custom Objects) | Surface, count, axis-aligned up vector, effectors, copies of the children |
Distribution, seed and randomisation are set by hand. Scatter
Always kept
Section titled “Always kept”Unless you use a Delete option, the converter leaves your original objects where they are — geometry, hierarchy, names and animation untouched. It adds Redshift objects beside them, swaps the material in existing Texture tags, moves the originals onto its Octane layers, and copies non-Octane tags — Target, Constraint, Align to Spline, XPresso and so on — onto the new cameras and lights.
