Hi, everybody. I have some questions concerning control of materials and inclusion of some functions of an octane.
First of all I would like to understand why passing through curtains light doesn't get in the room? I.e. shadows turn out absolutely black and opaque. How to adjust blurness inside curtains?
And last question. How to make volume light, a ray of light passing from the street to the room?
Here is my results and some example:
https://www.dropbox.com/s/p1ixaxt6evuom ... Octane.png
Thanks.
Some questions about mterials and workflow
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Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
any ideas ? 

Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
for letting the light goes through the glass, you need to activate the "fake shadow" option inside the specular materils and for volume light look at this discussion 
http://render.otoy.com/forum/viewtopic.php?f=33&t=28874
ciao beppe

http://render.otoy.com/forum/viewtopic.php?f=33&t=28874
ciao beppe
Hi Dmi3ryd,
I hope you can figure out the fog volume from the example I pointed you towards in the tutorials forum.
For the curtains, try turning on "alpha shadows" in the kernel settings, then add an alpha mask to your curtains, so that they simulate real curtains. ie: lots of little holes where rays can go straight through into the room. You can probably even do this by setting the opacity to a "checks" generated texture with a very small scale.
I hope that is clear.
Thanks
Chris.
I hope you can figure out the fog volume from the example I pointed you towards in the tutorials forum.
For the curtains, try turning on "alpha shadows" in the kernel settings, then add an alpha mask to your curtains, so that they simulate real curtains. ie: lots of little holes where rays can go straight through into the room. You can probably even do this by setting the opacity to a "checks" generated texture with a very small scale.
I hope that is clear.
Thanks
Chris.
Many thanks!!!
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB