Moderator: face_off
Oh, and in general, thanks for the nice toy you're giving us to play...
I noticed in the OctaneDefaults.py that you use a scaling factor of 2.62128.
Is this independent from the internal Poser settings (units, meters, inches) or should I use a certain setting in Poser to get a 'real world' scaling to Octane?
That might be important for settings like SSS...
face_off wrote:Oh, and in general, thanks for the nice toy you're giving us to play...
Wow - nice render! I'll post that on the facebook site if you don't mind.
face_off wrote:2.62128 should convert a human figure into metres, which is the units for Octane. So light fall-offs, etc should match the real world. SSS doesn't really have absolute distance values (that I can tell). For SSS it's the ratio of the scattering version absorption multipled by the scale. I need to play around some more with the ratio, but am currently using 0.5/0.5 (for scattering/absorption), then tuning the amount through the scale (5-10 seems right if you use the skin material as the transmission).
Paul
The unit for absorption and scattering is m^-1 (or 1/m). If you have a measured value in cm^-1 you can convert it to m^-1 by
multiplying it by 100. For example: suppose you want to enter 4.5 cm^-1. This equals 450 m^-1. You can enter this value by
setting the scale to 1000 and the absorption texture to 0.45.
then this definitely refers to real world scales. In this example it would mean that light gets scattered most near the surface and less and lesser into the medium until at 4.5 cm there's no more scattering at all.
I don't have the slightest idea, how deep light can travel into a humans skin, but considering that you can see the effect nicely on back-lit earlobes I would guess a value of 1.5 - 2.0 1/cm might be realistic?
So - if the figure is correctly scaled, a setting like absorption:0, scattering:0.18, scale:1000 should work, no?
just tried the new version, i works well but it seems to be a problem with the octane viewport refreshing ( ie when you save a picture, the render resets, and in some other case too apparently, like with materials operations, viewport window dragging, or GPU selecting). I don't remember the previous version behaviour but i gather it didn't do that.
I had some trouble with copy/paste ( with mouse) materials but not sure it is a plugin failure, it worked, but not every time... strange... prehaps a the scene i worked with...
For color picking, it would be perhaps interesting to smooth the process, actually it is still a little bit confusing with the spacebar system but the principe is good to my opinion ( an overlay colored panel with instant refresh would be so great, i know you know )
For the mouse tweaking, i'm not absolutly convinced but there is a good way to dig: the most-fastest acces tweaking appears to me still the strenght to optimize, perhaps another way is possible...should it be possible to directly open the first level of a material when poser--viewport clicking: a gain of 1click... (like the 3 clicks rule for web-site creation...)
Do you still plan to include the copy/paste material ?
Do you still plan to include the copy/paste material ?
Direction goes more to +1 because we want the light to travel through and not reflected.
absorption:0, scattering:0.09
Yes, the transmission is crucial, and I found, I even need a SSS map because not all areas of the skin have the same transmission (lips, ears - more, legs, arms - less, you get the picture).
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