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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.

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

Converting materials

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

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

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

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.