In this case I do but I've tested with and without and it gives me the same overall result. Infact the without the alpha effect option Direct Light pass shows the same as the Indirect pass, solid black panes.
Draydin_r
OctaneRender™ Standalone 3.03.1
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Going through glass is refraction. You should use the refraction pass for that.Draydin_r wrote:I have been having somewhat of an issue with the specular material and render passes. Is this supposed to be happening?
As it stands this would make using Altus very problematic, as Altus has mentioned that it needs the direct light visibility and I was assuming that the Direct Light Filter was what you need to use. It seems anything behind glass (with or without fake shadows/affect alpha) would not sample properly. It also seems that there are issues sampling anything behind glass in octane in general from what I've noticed...
Is there something I'm missing?
Cheers,
Draydin_r
cheers,
Thomas
- stratified
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- Location: Auckland, New Zealand
I don't exactly know how it works in Altus. -- but in Octane they are 2 separate things.
Thanks for the response Stratified!
Here is a list of the file types that altus needs to use:
As inputs, Altus requires outputs from the rendering process that are commonly refered to as passes or AOVs. The passes required by Altus are as follows:
– Beauty render (aka RGBA).
– Camera facing normal pass with feature preservation (bump and displacement).
– Worldspace position coordinates.
– Albedo pass; this is the unshaded texture with feature preservation (displacement).
– Visibility pass; this is the shadow pass with feature preservation (bump and displacement) (they also refer to this a direct light visibility pass)
– Caustics pass (only necessary if you are using caustics).
Altus requires two sets of these passes that have been generated with different sampling seeds such that the noise varies between passes.
Currently I can't seem to get a good answer as to what filters I would need to use for some of these, would you be able to help me out? I've been told that this should work for octane but I have been unable to find much in the way of detail regarding this.
Cheers!
Draydin_r
Here is a list of the file types that altus needs to use:
As inputs, Altus requires outputs from the rendering process that are commonly refered to as passes or AOVs. The passes required by Altus are as follows:
– Beauty render (aka RGBA).
– Camera facing normal pass with feature preservation (bump and displacement).
– Worldspace position coordinates.
– Albedo pass; this is the unshaded texture with feature preservation (displacement).
– Visibility pass; this is the shadow pass with feature preservation (bump and displacement) (they also refer to this a direct light visibility pass)
– Caustics pass (only necessary if you are using caustics).
Altus requires two sets of these passes that have been generated with different sampling seeds such that the noise varies between passes.
Currently I can't seem to get a good answer as to what filters I would need to use for some of these, would you be able to help me out? I've been told that this should work for octane but I have been unable to find much in the way of detail regarding this.
Cheers!
Draydin_r
Intel Core i7 CPU 6850K @ 3.60GHz 128.0 GB Ram / Win 10 64 bit / 1x GeForce RTX 3080