What is happening to my windows here?
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Found out it is the "Index" parameter of the glossy node ... but if I set that to 1, so the planet shows right, the result is the reflections of the lights are gone. How can I have a proper windows here? One that reflects the inside lights of the office, but doesn't do funky things with the outside planet image?
.. maybe you need closed geometry, not just a single plane for a window, octane assumes there is volume so you can get crap like this.. like you are inside of a cube
3dmax, zbrush, UE
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There is a fake way of doing this which might suit your purposes.voon wrote:The Windows are just simple faces with "architectural glass" from the Live DB. Outside is a vertical plane with that space foto on it. The repetition of the outside texture isn't natural .. I'm doing something wrong.
Just use the plane as is, apply a glossy material with full reflection, index 1.00, no roughness (un-tick smooth as well). This will provide you with a mirror surface, then reduce the opacity until you get the right mix of reflection to transmission that you want. If you want some more realism you can control the opacity with a falloff map (more opacity, ie: less reflection on straight through viewing angles, and more reflection on grazing angles).
If you need to have an accurate glass material there with real IOR etc, then you need to model it as closed geometry (as acc24ex says!).
Thanks
Chris.