Using medium nodes

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a.boeglin
Licensed Customer
Posts: 33
Joined: Wed Dec 15, 2010 7:36 pm

Yes I understand that, the only problem is that the roughness also changes the transparency glossiness. If I move the roughness closer to 0, my wax looks like glass. It would be best to separate the transparency roughness from the reflection roughness. Or is there a way to do it with a mix material ? I didn't seem to make it work as the mix material doesn't seem to allow me to add a reflection layer as the blend material would in vray, which is kind of a lack to simulate wood materials or car paint material with multi layered coats.

Another point, I think namings are a bit confusing in octane. Specular material for a transparent material does not make a lot of sense to me. Why not calling it transparent material ?
jauffrey
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Posts: 15
Joined: Sat Aug 06, 2011 4:46 pm

roeland wrote:Hi,

You can use the same types of emission node as you would use for a regular emitter.

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Roeland
hello jai a little problem on light volume it does appear that pass questions why i did wrong, I do not understand
forgive me for my english google
thank you
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roeland
OctaneRender Team
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Joined: Wed Mar 09, 2011 10:09 pm

Your screenshot doesn't show any settings, so I can't tell if anything is wrong here. What are the values for the inputs to the specular material and the scattering medium?

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Roeland
jauffrey
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roeland wrote:Your screenshot doesn't show any settings, so I can't tell if anything is wrong here. What are the values for the inputs to the specular material and the scattering medium?

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Roeland
Hi, excuse me here is the detail of the parameter
thank you again
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roeland
OctaneRender Team
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For fog you need a low scattering value, and no absorption. Set absorption to 0, scattering to 1, and the scale input, which is multiplied with these two numbers, to a low value like 0.1.

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Roeland
jauffrey
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roeland wrote:For fog you need a low scattering value, and no absorption. Set absorption to 0, scattering to 1, and the scale input, which is multiplied with these two numbers, to a low value like 0.1.

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Roeland
Merci beaucoup mais alors ces très tres long
mais sur 3gtx 590
jauffrey
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Joined: Sat Aug 06, 2011 4:46 pm

roeland wrote:For fog you need a low scattering value, and no absorption. Set absorption to 0, scattering to 1, and the scale input, which is multiplied with these two numbers, to a low value like 0.1.

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Roeland

Thank you very much but then these very very long
but 3gtx 590
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Joely-Bird
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Location: London

A question on using Medium Nodes... Is there a work around for getting a nice sss effect on single plane geometry? typically this is how trees are modelled & giving all the leaves thickness would create huge meshes, but without doing that medium nodes don't work on single polys.

So any tips & tricks?
i7 4820k 4.0Mhz | 32GB RAM | GTX 770
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roeland
OctaneRender Team
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No, sub surface scattering requires some thickness at the moment. For single plane geometry you can have translucency if you set a transmission value on a diffuse material.

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Roeland
LesterPn
Posts: 1
Joined: Tue May 26, 2015 7:07 pm

hey i have a question... if i click the deform button and select "textures" my list of "terrain textures" is empty.. any suggestions?
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