A few Qs from a newbie

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Rhodesy
Licensed Customer
Posts: 40
Joined: Wed Jan 13, 2010 3:09 pm

Still feeling my way with Octane but so far so good, really like the instant material adjustment updates but still getting my head round the different options, a fair bit different to what im used to -vray and to a lesser extent Fryrender.

1. Are there any plans to introduce some controls on image import like H/S/L and contrast? Im currently getting some washed out textures that have lost their punch. I've tried adjusting the gamma but its more contrast adjustment that im after.

2. Navigation headache for getting around buildings! In the manual there lists an option on the top bar for 1st person naviagtion if I remember rightly - will this come in the near future? I imagine it will also add to the realtime experience which is pretty amazing especially in direct lighting mode.

3. Does Octane automatically add some level of fresnel to all materials? I know people say that all real world materials have some fresnel and other apps suggest that all your virtual materials should include some fresnel as 100% lambertian wont look real. But Octane has a diffuse material without any ior settings so im assuming this is all handled by octane to achieve a realistic result for all materials that only have a subtle fresnel effect like brick or render for example, although brick can have an irridescent cast so might be worth doing with a glossy mat.

Ive noticed the glossy mat ball has some darkening around the edges (and is dark in general) if you have specular at 0 and roughness at 1 and looks different to the diffuse material where I would expect them to look the same because it should be a 100% lambertian material without any glossy effects? Also why is there a separate control for specular and roughness - I thought they were linked - perhaps this is more powerful can anyone explain the uses for both controls please?

Lastly for now -do you also advise that you shouldnt set white levels to higher than 0.9 RGB?

Sorry if im a bit behind the uptake on these things - promise to catch up!

Rob
Q6600/6GB RAM/GTX 480/Vista Business 64
Rhodesy
Licensed Customer
Posts: 40
Joined: Wed Jan 13, 2010 3:09 pm

Ah just answered one of my own questions I think regarding the roughness and the specular - if ive got this right the specular controls the reflection parameter so you can go from a glossy plastic through car paint to a metal in one slider and the roughtness seems to control the effect amount - nice feature! :shock:

I am getting a funny phong line across the ball though but im sure this has already been picked up.

Wish I didnt have work to do so I could play some more!
Q6600/6GB RAM/GTX 480/Vista Business 64
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