Hello, i'm new to octane but already found it's material system very capable for huge variety of looks.
but two things are frustraing me
- lack of anisotropy on speculars. Yeah, I tried to gain this effect with bump maps but it don't even close to things I could do in any other renderer with GGX speculars (renderman/mantra for example) in terms of desired result and time spent for setup.
- lack of separate hair shader - I use marschner for many years in prman (as in old one, as in their new RIS pathtracer) and it gives most realistic hair shading. i couldn't anyhow repeat this effect with glossy material, because I can't shift speculars in UV space. Do you have any plans to implement this?
thanks
lack of Marshner and anisotropy
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Hi guys sorry to ressurect this old post , but i would also be curious to know how would you proceed to build a great hair shader,
that has a look close to the marshner model ?
https://www.cs.cornell.edu/~srm/publica ... 3-hair.pdf
i have search inside the liveDB and i haven't find any good starting exemple.
i guess it all start with a glossy + anisotropic model, but do you have any tips or idea to make something really cool ?
This post is interesting but it doesn't deal with nice anisotropic spec
viewtopic.php?f=30&t=60853
Thanks for your lights !
Cheers
E
that has a look close to the marshner model ?
https://www.cs.cornell.edu/~srm/publica ... 3-hair.pdf
i have search inside the liveDB and i haven't find any good starting exemple.
i guess it all start with a glossy + anisotropic model, but do you have any tips or idea to make something really cool ?
This post is interesting but it doesn't deal with nice anisotropic spec
viewtopic.php?f=30&t=60853
Thanks for your lights !
Cheers
E

