Search found 62 matches
- Sat May 26, 2018 5:13 pm
- Forum: General Discussion
- Topic: texturing volume medium
- Replies: 1
- Views: 930
Re: texturing volume medium
Not sure what your exact setup is, but assuming you are not using a voxelized volume I don't think it works. I remember trying to use an RGB texture in scattering and could not, probably because your texture would only be used on the surface. It wouldn't know what the scattering value is as it goes ...
- Thu May 24, 2018 6:37 pm
- Forum: General Discussion
- Topic: Rough specular material doesn't result in soft shadows?
- Replies: 5
- Views: 3117
Re: Rough specular material doesn't result in soft shadows?
I'll try again tonight, in my original test (not pictured) I had a large rough circular ceiling, and the sunlight going through it, which would do the equivalent as having a large light source as light would scatter through it like in your example, yet it was resulting in sharp shadows for the ...
- Tue May 22, 2018 1:28 pm
- Forum: General Discussion
- Topic: Rough specular material doesn't result in soft shadows?
- Replies: 5
- Views: 3117
Re: Rough specular material doesn't result in soft shadows?
Hello paride,
This is a specular material with roughness. I used scattering just to see if it made any difference.
My point is, physically speaking, the roughness represents how the microsurface affects the direction in which the light is reflected, so I would expect that it would have a similar ...
This is a specular material with roughness. I used scattering just to see if it made any difference.
My point is, physically speaking, the roughness represents how the microsurface affects the direction in which the light is reflected, so I would expect that it would have a similar ...
- Tue May 22, 2018 2:49 am
- Forum: General Discussion
- Topic: Rough specular material doesn't result in soft shadows?
- Replies: 5
- Views: 3117
Rough specular material doesn't result in soft shadows?
Hello,
I made a specular material that represents rough plastic, used as a clear ceiling which lets sunlight pass through. I would expect this to result in an overcast-like lighting, since rays would be scattered due to the material's roughness, but the shadows remain sharp. Fake shadows are ...
I made a specular material that represents rough plastic, used as a clear ceiling which lets sunlight pass through. I would expect this to result in an overcast-like lighting, since rays would be scattered due to the material's roughness, but the shadows remain sharp. Fake shadows are ...
- Sat May 19, 2018 1:42 am
- Forum: Help / Tutorials
- Topic: Hair Question
- Replies: 7
- Views: 7123
Re: Hair Question
From my experience, I could not get it right physically speaking. I use a specular material, add a medium node, but leave absorption and scattering as white (inverted On) and gray, set the phase function to something like -0.25 if I recall right, and then use the transmission color to give the hair ...
- Mon Jul 11, 2016 1:40 pm
- Forum: Bug Reports
- Topic: Displacement bug: Produces emission if RGB map is used
- Replies: 5
- Views: 2511
Re: Displacement bug: Produces emission if RGB map is used
Hello Azen,
Indeed for some reason it seems to only happen on this one. I don't see any particular issue with the model (it was made from a copy of other such models).
I should manage to create a new object and avoid the issue, but I reported it so you'd have a clear repro in case the issue is ...
Indeed for some reason it seems to only happen on this one. I don't see any particular issue with the model (it was made from a copy of other such models).
I should manage to create a new object and avoid the issue, but I reported it so you'd have a clear repro in case the issue is ...
- Sun Jul 10, 2016 12:36 am
- Forum: Bug Reports
- Topic: Displacement bug: Produces emission if RGB map is used
- Replies: 5
- Views: 2511
- Fri Jul 08, 2016 3:17 am
- Forum: Bug Reports
- Topic: Displacement bug: Produces emission if RGB map is used
- Replies: 5
- Views: 2511
Re: Displacement bug: Produces emission if RGB map is used
I see the file was downloaded a few times, anyone had the issue, or not?
Thanks
Thanks
- Tue Jul 05, 2016 2:57 am
- Forum: Bug Reports
- Topic: Displacement bug: Produces emission if RGB map is used
- Replies: 5
- Views: 2511
Displacement bug: Produces emission if RGB map is used
I have an issue if I use an RGB map in the displacement map (I tried grayscale map, same issue), whatever image I use as a texture will result in the material having a bright hotspot, as if the material was emissive. The material is a glossy mat, and has nothing but a displacement map. Switching to ...
- Sat Jun 18, 2016 4:40 pm
- Forum: Bug Reports
- Topic: v3.02 - 3.16 TOO SLUGGish
- Replies: 8
- Views: 2838
Re: v3.02 - 3.16 TOO SLUGGish
For me it has been the opposite since I update to 3.x, I used to be unable to watch youtube/videos at the same time as I was rendering because my GPU was too busy, but now for some reason I can do it without any slowdown, yet the device is not set to low priority.