http://basicblog-art.blogspot.com/2010/ ... glass.html
http://www.youtube.com/watch?v=xLcohRavVTM randomcontrol_fryrender_SWAP
for the future .. light fryrender
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- Elvissuperstar007
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I just realised how they achieved this feature.
It works almost identically like the hue/saturation tool in photoshop.. open hue/saturation adjustement layer,
and do it like this..
click on the little hand button with the two arrows, so you can click on the color you wish to change.. when you use basic RGBspectrum for textures, this color can affect all the reflections made with that particular color.. works a bit like magic - maybe not so with textures
Anyway, it's another trick that you can do with postprocessing what fryrender probably did = it's not magic
- so if some photoshoping techniques are introduced into octane, we could get a lot more tricks like this - maybe even fake a lot of the stuff that isn't there yet - sss and whatever- I beleive the lighting part works great, and if you achieve that well, everything else can be faked and still could look hyperrealistic
It works almost identically like the hue/saturation tool in photoshop.. open hue/saturation adjustement layer,
and do it like this..
click on the little hand button with the two arrows, so you can click on the color you wish to change.. when you use basic RGBspectrum for textures, this color can affect all the reflections made with that particular color.. works a bit like magic - maybe not so with textures
Anyway, it's another trick that you can do with postprocessing what fryrender probably did = it's not magic

3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
I've already commented on this in another thread.
I don't see why we would want to go backwards like this.
This is a good system for a classic CPU based unbiased engine which takes a long time to compute and image and is not interactive.
I'd rather work on making octane capable of finetuning lighting like this while rendering...
Also, on GPUs this is very difficult as keeping all those separate channels in video memory during rendering will severely limit your GPU memory available for scene data...
Radiance
I don't see why we would want to go backwards like this.
This is a good system for a classic CPU based unbiased engine which takes a long time to compute and image and is not interactive.
I'd rather work on making octane capable of finetuning lighting like this while rendering...
Also, on GPUs this is very difficult as keeping all those separate channels in video memory during rendering will severely limit your GPU memory available for scene data...
Radiance
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