Two new renders.
The environment light and backplane clouds were built in Terragen. Model built in Creo and textured in C4D. Octane Standalone 3.08.
CAUTION: These renders did not stay in Vegas! :0
Search found 726 matches
- Thu Aug 02, 2018 2:37 am
- Forum: M is for Metaverse Gallery
- Topic: It's Vegas, Baby!
- Replies: 0
- Views: 1565
- Mon Jul 30, 2018 2:23 am
- Forum: General Discussion
- Topic: Backlit Materials with Roughness
- Replies: 0
- Views: 704
Backlit Materials with Roughness
Hi again.
I was wondering if there is a way to get more translucency in materials that are backlit? If I move the roughness slider all the way to the right, I reach a point that is not as "foggy" as I would like it. In fact, I wish I could push the effect to twice as much.
I was wondering if there is a way to get more translucency in materials that are backlit? If I move the roughness slider all the way to the right, I reach a point that is not as "foggy" as I would like it. In fact, I wish I could push the effect to twice as much.
- Sun Jul 29, 2018 5:26 am
- Forum: General Discussion
- Topic: Texture for Specular Material Projecting Wrong
- Replies: 1
- Views: 963
Re: Texture for Specular Material Projecting Wrong
I think I see what happened, maybe. In C4D, you can select only visible polys on the surfaces facing you, or select everything underneath as well. There are two backlit pieces of plexi in the sign, and those are about .5" thick. One in back and the other in front. When I sampled the front, I ...
- Sun Jul 29, 2018 1:17 am
- Forum: General Discussion
- Topic: Texture for Specular Material Projecting Wrong
- Replies: 1
- Views: 963
Texture for Specular Material Projecting Wrong
Hello.
I am trying to figure out what is happening with this setup (please see attached image). The material is specular and the front and back parts of the sign are distinct from one another in the UV space. Yet, while the front of the sign looks fine, the front is projecting onto the back for ...
I am trying to figure out what is happening with this setup (please see attached image). The material is specular and the front and back parts of the sign are distinct from one another in the UV space. Yet, while the front of the sign looks fine, the front is projecting onto the back for ...
- Tue May 29, 2018 3:04 am
- Forum: General Discussion
- Topic: Mutiply Texture Problem
- Replies: 2
- Views: 1040
Re: Mutiply Texture Problem
I had a demo of something like this in my Octane Tuts but had completely forgotten about it. But it only allows for multiplying TEXTURES, not materials. And I do not see how to multiply an image TEXTURE over a background MATERIAL.
- Tue May 29, 2018 1:59 am
- Forum: General Discussion
- Topic: Mutiply Texture Problem
- Replies: 2
- Views: 1040
Mutiply Texture Problem
Howdie.
I am not able to figure out how to get a good Multiply texture. I have a chrome like surface, and I have a dirt texture I want to overlay over it. If I use Photoshop, white areas would be invisible for the overlay, and darker shades of gray would multiply with the layer beneath. But when I ...
I am not able to figure out how to get a good Multiply texture. I have a chrome like surface, and I have a dirt texture I want to overlay over it. If I use Photoshop, white areas would be invisible for the overlay, and darker shades of gray would multiply with the layer beneath. But when I ...
- Fri May 18, 2018 10:40 pm
- Forum: News & Announcements
- Topic: Feature request system
- Replies: 5
- Views: 47767
Re: Feature request system
That would be a Feature Request System Feature Request.This is pretty great! Will this be moved to a more visible location at some point?
You should suggest that.
- Tue May 01, 2018 9:51 pm
- Forum: Commercial Product News & Releases (Download here)
- Topic: Anisotropy shaders
- Replies: 1
- Views: 1128
Anisotropy shaders
Hello.
Are there any OSL anisotropy shaders in the LiveDB textures? I notice that in 3.08, there are no "plug-and-play" anisotropy settings.
Are there any OSL anisotropy shaders in the LiveDB textures? I notice that in 3.08, there are no "plug-and-play" anisotropy settings.
- Wed Apr 25, 2018 3:02 pm
- Forum: General Discussion
- Topic: Feature Request: Reflection Vector
- Replies: 2
- Views: 1473
Re: Feature Request: Reflection Vector
Oh I forgot about HDR Light Studio! Neber got a chance to play with it.
Sure would be nice if a reflection vector could get be native on Octane. Would simplify placement of light sources A LOT.
Sure would be nice if a reflection vector could get be native on Octane. Would simplify placement of light sources A LOT.
- Wed Apr 25, 2018 3:22 am
- Forum: General Discussion
- Topic: Feature Request: Reflection Vector
- Replies: 2
- Views: 1473
Feature Request: Reflection Vector
Not sure why this has never been implemented before in a 3D program, but looks pretty straight forward. It would be great to be able to look at a mesh and say, "I want a bright highlight to appear right here." So you move the mouse to that spot, right-click "Reflection Vector", and Octane calculates ...