Hey guys, I have a glass bottle in my project that is giving off a horrible effect from the specular highlights and I can't seem to fix it.
I've got an Octane Daylight Rig as my main sound of light in the scene. The bottle is a default specular with some sub surface scattering applied to it.
I upped the sample rate to something absurd like 100,000 samples, path tracing + static noise + adaptive sampling of 50,000 samples and its still flickering / shimmering like crazy.
I've currently got my X-Particles condesation rig applied to the bottle exterior with a specular material with a slight roughness applied to it.
Any ideas on what could help?
Video attached
Specular issue!
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- Aymeric_FX
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Hi,
• Mentioned valued are excessively high. This Octane Sampling Guide should help.
• Light Sample Rate isn't a sampling parameter. There is a section on this page about it.
• Glass bottles typically shouldn't require SSS. Glass thickness is achievable via dense glass material.
What's the bottle reference?
• Worth mentioning that the "shimmering" effect is also noticeable in reality under some conditions.
A screen-grab would be welcomed for those who can't download.
• Mentioned valued are excessively high. This Octane Sampling Guide should help.
• Light Sample Rate isn't a sampling parameter. There is a section on this page about it.
• Glass bottles typically shouldn't require SSS. Glass thickness is achievable via dense glass material.
What's the bottle reference?
• Worth mentioning that the "shimmering" effect is also noticeable in reality under some conditions.
A screen-grab would be welcomed for those who can't download.
There's not going to be much we can do from that video, upload a scene somewhere, just strip off anything confidential.
Otherwise stuff like this is often caused by excessively tiny material details like a noise scaled down to a fraction of a mm, or very tiny light sources. Either that or the condensation is intersecting badly with the glass bottle.
One quick thing to try is adding 1 or 2 zeroes to the ray epsilon in octane kernel settings.
Otherwise stuff like this is often caused by excessively tiny material details like a noise scaled down to a fraction of a mm, or very tiny light sources. Either that or the condensation is intersecting badly with the glass bottle.
One quick thing to try is adding 1 or 2 zeroes to the ray epsilon in octane kernel settings.