
Anisotropic reflections?
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Anisotropic reflections is a fake way in cgi. It occurs by combination rougness and bumps in real world materials. So you should produce some proper bumps
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Thank you for replying, but that honestly wasn't very helpful. Perhaps you'd could expand on what a "proper bump" means? Having direct control over the direction of surface roughness is a very useful and effective way to achieve these reflections. Which is why other rendering packages (including Maxwell) include support for it.aoktar wrote:Anisotropic reflections is a fake way in cgi. It occurs by combination rougness and bumps in real world materials. So you should produce some proper bumps
i do a exception atm. A try for this. Pls experience this textures.
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Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
you're welcome. I wrote some words in my first message. I think octane has very good design and capable to do many things. But need to know nature of things to simulate.riggles wrote:Ah, thank you. I tried the same in my scene, by on small items, I can't get the sin wave numb weak enough to show up with tearing the geometry. However, I found a dense-ringed normal map and that works nicely.
Thank you~
Also you don't need any bitmap. All available textures are enough to do this.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Yes, in theory, you're right and I would love to use only procedurals. But in the piece I just worked on, using the procedural to drive bump started tearing the mesh. I had to really clamp the procedural output to stop the tearing, but there was nothing in-between. Either it was tearing at .0002 or had no effect bump effect at .0001. The normal map was the only thing I got to work.aoktar wrote:Also you don't need any bitmap. All available textures are enough to do this.
Octane is great, but it still has some issues with bump and displacement. I need to bug report a couple things I noticed today.
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
Have you tried scaling your geometry in the host app by 10x or 100x? This has worked for me for some objects in the past.riggles wrote: I had to really clamp the procedural output to stop the tearing, but there was nothing in-between. Either it was tearing at .0002 or had no effect bump effect at .0001.
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
You know, I originally modeled the watch at like 100:1 scale because sometimes it's easier to match reference images when you aren't working with tiny dimensions. But after I finished modeling, I scaled everything to real-work size because that's just my habit. Also, I though I remember something in the manual saying Octane works better at accurate scales? Funny if true. I'll experiment later when I get time. Thanks~