Erick wrote:I'm not having one of the later versions of Octane, but could this be related to having the option "Fake shadows" enabled/disabled, in the Specular material?
Does the outcome of the render changes, if ticking/unticking the aforementioned option?
Banti wrote:I created a way simpler scene to test this again. I have a Genesis 8 Base Figure from DAZ inside a closed cube primitive. This figure has a specular material + random walk medium applied.
The characters is lighted with a single plane-emitter inside the cube. Now I add another plane-emitter outside the closed cube. The skin immediately becomes dark when I turn on the emitter outside. That is the problem in a nutshell. I dont know why this is happening still.
Skin looks normal without the emitter outside:
Skin looks dark with the emitter outside:
Here is the small text scene orbx:
https://www.mediafire.com/file/d8ztsi1a ... .orbx/file
I really hope someone can help here.
wallace wrote:So the issue is that basically fake shadow was meant to only be used for glass with very low roughness with no scattering, so that sun light can get into the rooms with windows that are using this fake shadowed material, inherently it introduces some bias due to the fact you are tracing a direct light straight past the fake shadowed material. Playing with sampling rate increases this bias.
I would suggest you to drop the fake shadow on the specular material or use a diffuse material with the random walk SSS medium.
If you do find this approach being too noisy, you can try increasing the bias to 1.0 in the random walk medium node (for skin).
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