Here is a test with a different angle, one with slight bloom and glare and one without.
little more fire in those diamonds.
Materials look strange, compared to other Engines. Help pls
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Hello Kavorka!Here is a test with a different angle, one with slight bloom and glare and one without.
little more fire in those diamonds.
Thanks (again) for your reply. Did you see my picture a few posts before, where i got some fire in the stones? what do yout think of it?
Also - could anybody please tell me if my sclaing is now correct? I added a ocs in my last post.
I am playing a bit with the 1.01 at the moment and will post here some results when i have time and also a ocs,obj and mtl file of a ring. i hope you guys will help me then again and make gold / platin/ silver as perfect as octane can handle those materials!
Have a nice weekend - kind regards chris!
you mean where you used dispersion? Its a little strong, i tried that that myself, but even the lowest setting gave too much of an effect. Maybe its our lighting, i don't know, or maybe the dispersion in Octane is off somehow. I'm sure it is not the most used effect.cfrank78 wrote:Hello Kavorka!Here is a test with a different angle, one with slight bloom and glare and one without.
little more fire in those diamonds.
Thanks (again) for your reply. Did you see my picture a few posts before, where i got some fire in the stones? what do yout think of it?
Also - could anybody please tell me if my sclaing is now correct? I added a ocs in my last post.
I am playing a bit with the 1.01 at the moment and will post here some results when i have time and also a ocs,obj and mtl file of a ring. i hope you guys will help me then again and make gold / platin/ silver as perfect as octane can handle those materials!
Have a nice weekend - kind regards chris!
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
How did you reduce scale? Sorry newbie questionbepeg4d wrote:it seems that your scene is 100x bigger than expected![]()
this explain your emission settings completely out of scale.
here is the result reducing of the scale by 100, i've only adjusted the emitter and switched to PMC with caustic blur to 0,01.
in the second one, i have changed the diamond material with the one finded in livedb/materials/non-orgnic/glass/diamond (note, the material looks withe but it's only necessary to connect the specular material inside the macro node)
ciao beppe
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Autodesk Inventor>3DS Max >Cinema 4D R14 Broadcast
Autodesk Inventor>3DS Max >Cinema 4D R14 Broadcast
hi,
the most important thing, when starting to work with octane, is to verify the correct scale in export between your 3d app and octane, otherwise all the parameters in octane are not corrected.
you can always change the scale of a mesh node on the fly with the tool icon, but the best way is to get the proper scale from the host app.
Now that we have the ability to load different meshes in one scene, the things are more easy. Load the "octaneaxis" ocs attached at the end of the post, create a geometry group and a mesh node to load your scene and verify the correct exporting scale untill you get the right one
ciao beppe
the most important thing, when starting to work with octane, is to verify the correct scale in export between your 3d app and octane, otherwise all the parameters in octane are not corrected.
you can always change the scale of a mesh node on the fly with the tool icon, but the best way is to get the proper scale from the host app.
Now that we have the ability to load different meshes in one scene, the things are more easy. Load the "octaneaxis" ocs attached at the end of the post, create a geometry group and a mesh node to load your scene and verify the correct exporting scale untill you get the right one

ciao beppe
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