This is a problem we have encountered many times before and have had to find alternate character designs to get around it. Basically the eyes we make for our characters comprise of two meshes. One for the outer layer that provides reflection and the inner mesh which provides the diffuse layer for the pupil/iris etc. Below is an image of what happens almost every time in octane, the outer lid will not show the eye beneath even at zero opacity and appears black!!!! We have tried using loads of settings, but the only one that seems to work is ray epsilon at perfect 0. except when we do this the lighting becomes very strange, shadows appear sharp and the scene flashes strangely. apparently this is due to the scene being too large, but everything is to scale. Are there any quick fixes at all out there? Again we would really appreciate the help as we need to begin rendering this advert in less than a weeks time!! Also the final lighting for the scene isn't that rubbish don't worry!
Big problem in Octane concerning eyes!!!!!!!!!
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Make sure the meshes are offset slightly and are not perfectly overlapping. Also check that you have enough Specular/Diffuse bounces in your kernel setting to make sure the light can go through the glass reflection layer. Make sure to also set your Ray Epsilon back to a normal setting.
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Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Hi, we've set the epsilon back to the normal setting of absolute zero and these are the strange artifacts we get. It's sort of a cartoon/cel shading effect. The scene/environment doesn't seem to be affected which is great but this is very weird, it's been a real problem ever since we've begun to use octane
Asus X99 motherboard, i7-5930K CPU, Samsung SSD 850 PRO, 32 GB DDR4 Quad Channel RAM, Dual display 2x Nvidia Geforce GTX TITAN X 12 GB , Windows 8.1 Pro, 3DS Max 2016 x64
If the two sets of geometry have vertices occupying exactly the same space, even a 0 ray epsilon won't help. You need to make sure the vertices of the lens and eye objects are apart a little.
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
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Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
try to go to 3ds max preferences>general and where it says spinners change precision to 4 or 5. that way you can set rayepsilon to like 0.0001 instead of 0.001
I had the same problem with tiny lights not shining through glass and eyes looking oval when working with small models.
I had the same problem with tiny lights not shining through glass and eyes looking oval when working with small models.
if you have a symetry modifier, the normal of the other eye is wrong
the specular material need right normal orientation.

cheers for the help everyone! the spinner precision level is what did it, such a relief!!!
Asus X99 motherboard, i7-5930K CPU, Samsung SSD 850 PRO, 32 GB DDR4 Quad Channel RAM, Dual display 2x Nvidia Geforce GTX TITAN X 12 GB , Windows 8.1 Pro, 3DS Max 2016 x64