Hello
I was looking at the theory behind Physical Based Renders - and I read that everything apparently has Specular and everything has Fresnel.
When I dive into the database of materials provided by octane - I see that porcelain for example is made of diffuse and glossy. So how does this resemble real life?
I want to be able to create accurate materials - I read that you need to start with correct reflectance , then roughness, albedo color
But I am not sure this workflow translates to octane.
Does anyone here has a worflow of creating realistic materials based from research the materials online ?
Haven't found anything on this subject with regards to octane + C4d'
thank you.
Question About Realistic Renders
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Welcome to tsiwt.
What's('are) your videocard(s)? Maximum how much time want you to render?
If you deserve "real life"
then type of materials:
--> glossy materials
-mirror - diffuse 0.00; specular between 0.92 and 0.94; index of refraction 1.00; roughness 0.00; rest default
-metal - diffuse 0.00; specular 0.75; index of refraction 1.00; roughness 0.00 (if you want more roughness then increase to ~0.30); rest default
...
--> specular materials - all must have the dispersion (rainbow) because the industry can't remove "dispersion" in the glasses for eyes
-clear glass - reflection 1.00; transmission 1.00; index of refraction 1.509*; dispersion cofficient 0.006*; rest default
-orange glass (example) - reflection 1.00; transmission - RGB color [R 1.00, G 0.712, B 0.00] ; index of refraction 1.509*; dispersion cofficient 0.006*; rest default
-water at 25 ºC - reflection 1.00; transmission 0.9983; index of refraction 1.3244*; dispersion cofficient 0.002407*; rest default
...
NOTICE!!: in liveDB, most specular materials are bad settings, unfortunately except submitted by (I'm) Ricardo Rodrigues.
How do you set any material? - consult https://refractiveindex.info/ but I'm sorry for your bit complication
* - 2 formulas (convert from "abbe number" to "dispersion cofficient (= B)"; calculate from original refractive index (ior) to
ior dispersed):
Good rendering! 

If you deserve "real life"

--> glossy materials
-mirror - diffuse 0.00; specular between 0.92 and 0.94; index of refraction 1.00; roughness 0.00; rest default
-metal - diffuse 0.00; specular 0.75; index of refraction 1.00; roughness 0.00 (if you want more roughness then increase to ~0.30); rest default
...
--> specular materials - all must have the dispersion (rainbow) because the industry can't remove "dispersion" in the glasses for eyes

-clear glass - reflection 1.00; transmission 1.00; index of refraction 1.509*; dispersion cofficient 0.006*; rest default
-orange glass (example) - reflection 1.00; transmission - RGB color [R 1.00, G 0.712, B 0.00] ; index of refraction 1.509*; dispersion cofficient 0.006*; rest default
-water at 25 ºC - reflection 1.00; transmission 0.9983; index of refraction 1.3244*; dispersion cofficient 0.002407*; rest default
...
NOTICE!!: in liveDB, most specular materials are bad settings, unfortunately except submitted by (I'm) Ricardo Rodrigues.

How do you set any material? - consult https://refractiveindex.info/ but I'm sorry for your bit complication

* - 2 formulas (convert from "abbe number" to "dispersion cofficient (= B)"; calculate from original refractive index (ior) to
ior dispersed):
Code: Select all
B = (n_d - 1)/V_d*((0.48613^2*0.65627^2)/(0.65627^2 - 0.48613^2))
F and C = F and C wavelengthes - If wavelength = 589.3 nm then should use F = 486.13 nm and C = 656.27 nm
n_d_dispersed = n_d_original - 10/3*B
B -> dispersion coefficient
n_d -> refractive index
V_d -> abbe number
n_d_dispersed - refractive index dispersed if the dispersion is enabled, for Octane Render software only

Last edited by nuno1980 on Fri Nov 17, 2017 12:30 am, edited 2 times in total.
NOTE: I'm sorry for bad english due to mute 
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Thank You Nuno1980
I am interested in the link you provided and the formula -
so basically for ethanol -
https://refractiveindex.info/?shelf=org ... age=Rheims
B =(1.3571 - 1) / 59.35 * ( .52365508707)
Reflection - 0.022956 ; refractive index - 1.357 ; dispersion coefficient 0.00315075411 ...
I am not sure how you get the RGB color and the transmission. ?
also I don't understand this part of the formula - F and C = F and C wavelengthes - If wavelength = 589.3 nm then should use F = 486.13 nm and C = 656.27 nm
what is this for?
If you had to do realistic porcelain how would yo go about it, I didn't find it in the link you provided.
thanks for all the help.
I am interested in the link you provided and the formula -
so basically for ethanol -
https://refractiveindex.info/?shelf=org ... age=Rheims
B =(1.3571 - 1) / 59.35 * ( .52365508707)
Reflection - 0.022956 ; refractive index - 1.357 ; dispersion coefficient 0.00315075411 ...
I am not sure how you get the RGB color and the transmission. ?
also I don't understand this part of the formula - F and C = F and C wavelengthes - If wavelength = 589.3 nm then should use F = 486.13 nm and C = 656.27 nm
what is this for?
If you had to do realistic porcelain how would yo go about it, I didn't find it in the link you provided.
thanks for all the help.
I'm very sorry for confusion because I can't understand - you said "specular" (= reflection) in glossy material OR "specular" (material).tsiwt wrote:Thank You Nuno1980
If you had to do realistic porcelain how would yo go about it, I didn't find it in the link you provided.

You choose to download any thing for porcelain (glossy material) in LiveDB but unfortunately, LiveDB isn't available on demo and you can buy Octane Render standalone.

"ethanol" specs at D = 589.3 nm (enter value of wavelength in micrometers in "refractiveindex.info" site - don't forget this SI (not nm)):I am interested in the link you provided and the formula -
so basically for ethanol -
https://refractiveindex.info/?shelf=org ... age=Rheims
B =(1.3571 - 1) / 59.35 * ( .52365508707)
Reflection - 0.022956 ; refractive index - 1.357 ; dispersion coefficient 0.00315075411 ...
I am not sure how you get the RGB color and the transmission. ?
n_D - 1.3616
v_D - 59.35
transmission is same number to water (T = 0.9983)
I calculated 2 formulas...
B = (n_d - 1)/V_d*((0.48613^2*0.65627^2)/(0.65627^2 - 0.48613^2))
B = (1.3616 - 1)/59.35*((0.48613^2*0.65627^2)/(0.65627^2 - 0.48613^2))
B = 0.3616/59.35*((0.236322*0.43069)/(0.43069 - 0.23622))
B = 0.3616/59.35*(0.101738/0.19447)
B = 0.00609267*0.523155
--> B = 0.003187
n_d_dispersed = n_d_original - 10/3*B
n_d_dispersed = 1.3616 - 10/3*0.003187
--> n_d_dispersed = 1.351098
You can enter these results for specular material (ethanol) settings using Octane Render:
reflection - 1.00
transmission - 0.9983
index of refraction - 1.351098 (= n_dispersed)
dispersion coefficient - 0.003187 (= B)
Transmission - you can select "greysale color" or "RGB color" or...

wavelengthes colors:also I don't understand this part of the formula - F and C = F and C wavelengthes - If wavelength = 589.3 nm then should use F = 486.13 nm and C = 656.27 nm
what is this for?
F - ultraviolet
C - infrared
D - yellow (visible light)
But you don't change any value of "F" nor of "C" in formula - look my calculations. I'm sorry.

Happy rendering!

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!!UDPATE!!: I've edited 2nd and 4th posts about reflection for specular materials - I'm SORRY after I investigated water, glass... in real life but I stay the corrrect values of reflection for glossy materials. 

NOTE: I'm sorry for bad english due to mute 
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