Specular Materials

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zinogino
Licensed Customer
Posts: 119
Joined: Wed Dec 02, 2015 3:50 am
Location: Malaysia

Hey guys, sorry if this was asked before cause I couldn't find it. Apparently I'm currently working on an animation for my client where he wants the scene to be glass like materials. My workstation is struggling with the performance of using specular maps in Octane(GTX880M single graphic card). Any other alternative to achieve something similar to specular maps or improving the speed performance when rendering mesh with specular maps?
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bepeg4d
Octane Guru
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Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Hi zinogino,
it's not easy to say without seeing an example image, but I guess that if you need to have the refraction effect, there is not so much that you can do beside reducing all the settings at minimum :roll:
if the refraction effect is not crucial, but it's more about transparency and reflections, than you can use the fake architectural glass by using a falloff node in the opacity pin of a glossy material ;)
ciao beppe
zinogino
Licensed Customer
Posts: 119
Joined: Wed Dec 02, 2015 3:50 am
Location: Malaysia

bepeg4d wrote:Hi zinogino,
it's not easy to say without seeing an example image, but I guess that if you need to have the refraction effect, there is not so much that you can do beside reducing all the settings at minimum :roll:
if the refraction effect is not crucial, but it's more about transparency and reflections, than you can use the fake architectural glass by using a falloff node in the opacity pin of a glossy material ;)
ciao beppe
Thanks for the reply, that's what I needed !
zinogino
Licensed Customer
Posts: 119
Joined: Wed Dec 02, 2015 3:50 am
Location: Malaysia

bepeg4d wrote:Hi zinogino,
it's not easy to say without seeing an example image, but I guess that if you need to have the refraction effect, there is not so much that you can do beside reducing all the settings at minimum :roll:
if the refraction effect is not crucial, but it's more about transparency and reflections, than you can use the fake architectural glass by using a falloff node in the opacity pin of a glossy material ;)
ciao beppe
Hi, was middle of rendering and I've notice some weird stuff on my meshes. In the LV it was alright.

Image
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bepeg4d
Octane Guru
Posts: 10326
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

Hi zinogino,
I guess that you need to check your mesh :roll:
Different subdivision in preview and render?
What about if you reduce the Phong value?
ciao beppe
zinogino
Licensed Customer
Posts: 119
Joined: Wed Dec 02, 2015 3:50 am
Location: Malaysia

bepeg4d wrote:Hi zinogino,
I guess that you need to check your mesh :roll:
Different subdivision in preview and render?
What about if you reduce the Phong value?
ciao beppe

There's no n-gons, alright.
Ibycus
Licensed Customer
Posts: 84
Joined: Wed Jul 08, 2015 9:52 pm

Also make sure everything is connected by running the optimize function.
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