Page 1 of 1

Specular material Octane render

PostPosted: Mon Jul 09, 2018 5:34 pm
by Nicuv
Hello guys!
I'm trying to make a bottle of wine in Cinema 4D using Octane Render.
But I have a problem, I use the Octane material set on Specular, OctaneSky (HDR image) and OctaneDayLight are the sources of light, but the reflection on my object is not what I need. There are two too strong reflections on the edges of the bottle and the liquid becomes black although it should be dark red.

How can I get beautiful glass reflexes and not be those two bands of reflection on the edges of the bottle?

Thank you in advance for your time and apologize for the google translate english

Re: Specular material Octane render

PostPosted: Tue Jul 10, 2018 5:38 am
by bepeg4d
Hi,
how do you have modelled the glass and the liquid?
Take a look at this picture for the correct solution:
9BD3270C-9897-4AF4-9AF6-51E51C58B7DC.png
9BD3270C-9897-4AF4-9AF6-51E51C58B7DC.png (7.63 KiB) Viewed 1864 times

Or slightly intersect the glass and the liquid for a correct result.
What about the Reflection and IOR value of the Specular materials?
Please, swith the Kernel to PMC for the best results on this kind of scenes.
ciao Beppe

Re: Specular material Octane render

PostPosted: Tue Jul 10, 2018 4:05 pm
by Nicuv
Thanks bepeg. The bottle is made of an extruded disc, practically not thick. Could this be a reason why those metal edges should appear? Reflections are set to somewhere at 0.7, 0.8 and the index (IOR) is 1.2.
Still, I do not understand where I'm wrong, at least if I could make those metallic reflections more transparent, see the liquid

Re: Specular material Octane render

PostPosted: Wed Jul 11, 2018 5:15 am
by bepeg4d
Hi,
if the glass has no thickness, it reacts like a solid magnifying lens.
You need to add the thickness like in real life, and overlap the liquid, or follow the above modelling scheme.
ciao Beppe

Re: Specular material Octane render

PostPosted: Fri Sep 07, 2018 11:26 am
by wansei
Hi there,

Not sure if still relevant, but someone might find it useful. I had the same problem and the solution was painfully simple. Just reverse normals on the object :)