Hi everybody,
I am having some issues because I updated from V2 to V3. I am currently working on project in C4D that uses a plane that deforms and stretches.
The material of the plane uses a scattering medium. In Version 2 my plane looks white and when objects touch and stretch the surface it is transparent you can see them quite clearly.
When I use Version 3 on the same scene then I have the problem that my material is very dark and you can almost not see the objects underneath it.
Before I start to figure out how to set up almost the same material in Version 3 I wanted to ask if one of you guys or girls maybe have an answer on this one. Did a general change happened to the scattering medium from version 2 to 3 that I missed?
Thanks,
Lenny
Scattering medium, problem after update to octane V3
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Hi Lenny,
in v3 there is a new checkbox option in the absorption node named "Invert absorption" that must to be unchecked, otherwise the absorbed color is the complementary color and its power is inverted, so what was transparent now is dark and vice versa. If you untick the option in all your scattering nodes, you should obtain exactly the same result as v2.
ciao beppe
in v3 there is a new checkbox option in the absorption node named "Invert absorption" that must to be unchecked, otherwise the absorbed color is the complementary color and its power is inverted, so what was transparent now is dark and vice versa. If you untick the option in all your scattering nodes, you should obtain exactly the same result as v2.
ciao beppe
- lennygrade
- Posts: 4
- Joined: Fri Apr 08, 2016 9:44 am
Hi Beppe,
perfect, that is exactly the answer I was hoping for!
Thank you very much, I will directly try that.
perfect, that is exactly the answer I was hoping for!
