Specular material behavior
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So I was working on making a hair shader and decided to experiment with the specular material. However I noticed that it creates some very bright highlights that remain even when I turn the reflectivity to 0. Is this intended? Is there a way around it? The hair is flat planes that use alpha maps by the way, not strand/fiber based.
Albedo, Melanin + Pheomelanin(Hair Shader) works only on Stand-based Hair and not Hair cards.elsksa wrote:Hi Sorel,
There are various ways to tackle hair-shading in Octane and depending on that, a rougher result can be achieved.
Here is a previous test I did on an older version of Octane (scene originally created from martimoo's groom for an Octane-dev feedback): The important part is the two available modes: Albedo and Melanin + Pheomelanin. I am using the latter (as the case in my gif) and rarely the former.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
I would avoid using Specular Material for Hair since the "very bright highlights" are most likely refractions. Can't really know for sure since i also don't use Hair Cards. Specular Materials are used for glass, liquids, etc.
Use Universal Material instead.
Use Universal Material instead.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
I started doing this and using the thin wall (diffuse) option and the results are satisfactory.galleon27 wrote:I would avoid using Specular Material for Hair since the "very bright highlights" are most likely refractions. Can't really know for sure since i also don't use Hair Cards. Specular Materials are used for glass, liquids, etc.
Use Universal Material instead.
