translucent material

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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miohn
Licensed Customer
Posts: 749
Joined: Sun Jun 06, 2010 3:00 pm

Hi,

must admit, that I'm still having some problems when it comes to
translucent/doublesided materials like the on in the example.
markise.JPG
I know I have to do it with an octane specular mat, but I cannot
get the right amount of translucency and still having the image texture
not too transparent. (Hope you understand what I mean)
Also I'm not sure how to deal with the scattering medium shader.

Does anyone have a good example for that?

thanks
Mike
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bepeg4d
Octane Guru
Posts: 10364
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Hi,
here is an example of a material i've made some time ago for Attu Studio and the EXPO 2015 presentation in different light conditions:
08-1920.jpg
N04-1920.jpg
unfortunately i've not the scene here with me, but i can tell you that the tent has thickness with a Cloth Nurbs and the material is a simple specular with sss medium node. Just play with absorption (very low value), scattering color and scale to get the proper result ;)
miohn
Licensed Customer
Posts: 749
Joined: Sun Jun 06, 2010 3:00 pm

Hi bepeg4d,

thanks!

Well tried a lot of different settings and its o.k. now
but not exactly like I want it to be.

Principally I'm still unsure where all I should place the image texture.
In transmission texture slot, in absorbtion slot of the scattering medium
or in the scattering slot or load the texture image in the Emission?

When there is no backlight, the object should keep its original texture
without (or only little bit) getting transparent.

thanks
Mike
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bepeg4d
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Posts: 10364
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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hi Mike,
sorry, probably my example is not the best since is a particular tent that has to catch and give back a lot of light :-/
in my opinion, the best place for texturing a specular material is the transmission channel, you can lower the gamma if you need more light to come in.
in general i use only rgb node or float node in both absorption and scattering.
using the emission channel is a bit fake and in theory not necessary unless you have to mimic a specific behavior.
you can also use an very thin fabric texture in the opacity slot in alpha mode, maybe with a corresponding bump map to get some variations.
maybe you can post some of your results, it's more easy with images ;)
miohn
Licensed Customer
Posts: 749
Joined: Sun Jun 06, 2010 3:00 pm

Hi,

thanks for your input!
Its a special markise which I cannot show, but what I've
found out is that lowering the gamma (what you mentioned) gave me
more the result I was looking for.
Will try with removing the bitmap from all other slots again
and just play with float.

thanks so far!

Mike
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