Yes I understand that, the only problem is that the roughness also changes the transparency glossiness. If I move the roughness closer to 0, my wax looks like glass. It would be best to separate the transparency roughness from the reflection roughness. Or is there a way to do it with a mix material ? I didn't seem to make it work as the mix material doesn't seem to allow me to add a reflection layer as the blend material would in vray, which is kind of a lack to simulate wood materials or car paint material with multi layered coats.
Another point, I think namings are a bit confusing in octane. Specular material for a transparent material does not make a lot of sense to me. Why not calling it transparent material ?
Using medium nodes
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Merci beaucoup mais alors ces très tres longroeland wrote:For fog you need a low scattering value, and no absorption. Set absorption to 0, scattering to 1, and the scale input, which is multiplied with these two numbers, to a low value like 0.1.
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Roeland
mais sur 3gtx 590
roeland wrote:For fog you need a low scattering value, and no absorption. Set absorption to 0, scattering to 1, and the scale input, which is multiplied with these two numbers, to a low value like 0.1.
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Roeland
Thank you very much but then these very very long
but 3gtx 590
- Joely-Bird
- Posts: 7
- Joined: Wed Oct 12, 2011 7:59 am
- Location: London
A question on using Medium Nodes... Is there a work around for getting a nice sss effect on single plane geometry? typically this is how trees are modelled & giving all the leaves thickness would create huge meshes, but without doing that medium nodes don't work on single polys.
So any tips & tricks?
So any tips & tricks?
i7 4820k 4.0Mhz | 32GB RAM | GTX 770