Hi~
When I use analytics light and sss material together, strange things happen to the characters
But when I use primitive lights, or close the transmission channels, it goes back to normal
Why does this happen? The file is attached.
Analytics light and Transparent material problem
Moderators: ChrisHekman, aoktar
- Attachments
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- analytics light problem.zip
- (63.14 MiB) Downloaded 79 times
I tried to open the C4D file to take a look, but I received the following warning "This document may have been created with an unauthorized version of Cinema 4D. For more information or to report software piracy, please visit: https://www.maxon.net/piracy"
Yeah, I actually have a really, really big plane with texture emission material for the background, but why does scene scale affect analytic light ,not others?skientia wrote:The "screen capture" files do not include all possible factors (the project files can only be opened by C4D users).
Some thoughts that could help:
1. When using Universal Material, transmission, when "enabled", is defaulted to a Specular mode
2. The asset seems to be a simplified character where maps separate shading parts, this is not ideal and may require the use of a composite / mix node setup or splitting geometry
3. Is the scene scale plausible?
No issue on Octane 2024 (Stable Release),
- the analytic light is the only light source,
- material is universal with transmission and SSS medium:
- PT kernel
- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
Analytic lights are not compatible with transparent materials, sadly.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
Yes, sorry, I was referring to analytic spot lights and fog. These elements are clipped by transparent surfaces.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
Thank you! You're such a generous person. You're not stingy about sharing knowledge with others.skientia wrote:Project scale and asset-level scaling (not the whole project or "scene") do matter for several reasons and on different aspects.
• When it comes to light, Octane takes a relatively more physical approach, than let's say Cycles, where scale changes the "emission output" unless the corresponding checkboxes are enabled to keep it constant. This applies to any light in Octane.
• When it comes to shading, a wrong unit or inappropriately scaled asset will result in "inappropriate calculations" of refraction, SSS (radius is based on the scale), etc.
• Another reason at "kernel level" is Ray Epsilon, not much pertinent here but worth mentioning.
Ensuring the scale is appropriately set is one less aspect to worry about, one less thing to trouble solve in case of rendering issues.