Specular Materials
Moderators: ChrisHekman, aoktar
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?
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
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
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

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 !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
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.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
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 zinogino,
I guess that you need to check your mesh
Different subdivision in preview and render?
What about if you reduce the Phong value?
ciao beppe
I guess that you need to check your mesh

Different subdivision in preview and render?
What about if you reduce the Phong value?
ciao beppe