Is it possible to make a translucent material in Octane?
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sure it is, create a diffuse material node, see how there is a "empty/circle" tick in the node, connect a rgb to that tick, there you go, a translucent material with an RGB controler. You can do the same with a map instead of the rgb for the leaf.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
I still haven't mastered this translucency part of the diffuse shader (there's nothing on it in the manual - ti's not even mentioned as a diffuse shader parameter
).
Why a RGB texture instead of uniform float? How is the RGB (or better, HSV) value mapped to translucency? Saturation probably controls the intensity, what are value & hue for?
If someone could kindly explain this, It would be nice

Why a RGB texture instead of uniform float? How is the RGB (or better, HSV) value mapped to translucency? Saturation probably controls the intensity, what are value & hue for?
If someone could kindly explain this, It would be nice

SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
with a float it works the same but with a color you control "the other side" color as well. Like a leaf map in the diffuse an a light green for the tranlucent. I use it for cloths and it looks good, sometimes I add some opacity but it depends
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Thanks! I figured it might be something to do with coloring the translucency.kubo wrote:with a float it works the same but with a color you control "the other side" color as well. Like a leaf map in the diffuse an a light green for the tranlucent. I use it for cloths and it looks good, sometimes I add some opacity but it depends
When re-visioning the manual, I suggest that more detailed info is included regarding the material parameters that take a texture as input. Some of them are intuitive, like diffuse, but some aren't. It would benefit Octane if the users had a better understanding how the color tuple is mapped to some parameter (preferably explained in HSV space - which is more intuitive than RGB). This is a professional tool, and technical stuff should not be omitted in favor of simplicity or "not scaring people away".
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Thanks for the tip but I have never been able to reach a good appearance of a leaf ( or similar thing) with that circle on diffuse material because the translucency is not affected by a shadows that may be cast on a front side of a surface. For example if you need to do a curtain on a window and want to see a shadows from a frame on the curtain. Am I missing something?kubo wrote:sure it is, create a diffuse material node, see how there is a "empty/circle" tick in the node, connect a rgb to that tick, there you go, a translucent material with an RGB controler. You can do the same with a map instead of the rgb for the leaf.
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
Hi. There's a thread covering translucency in octane.
http://www.refractivesoftware.com/forum ... f=6&t=1622
When mix material was introduced in octane things just got better because one could make mix between glossy and diffuse material with transmission.
Cheers,
n1k
http://www.refractivesoftware.com/forum ... f=6&t=1622
When mix material was introduced in octane things just got better because one could make mix between glossy and diffuse material with transmission.
Cheers,
n1k