Hi there,
Firstly I've just downloaded the demo version of Octane and I'm pretty impressed with what it can do!
I'm looking to create a metallic paint shader which would usually require a layered shader consisting of a base coat with a blurred reflection and a second layer (laquer coat) to create the sharp relflection and highlights over the top.
Having looked through the gallery images I see there is an apparent lack of metalic paint in there.
I understand that this software is at a very early stages so this type of shader probably hasn't been setup yet but I just wanted to make sure I hadn't missed something.
Many thanks
Bottom
layered shader? for metallic paint
Forum rules
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Sorta doable with a mix material. one glossy and other non-so glossy. Try it'll look pretty good
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
The octanelive livedb has a whole series of carpaint shaders, using the technique described by proupin above,
although it's not available in the demo version, only in the commercial.
Radiance
although it's not available in the demo version, only in the commercial.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
That's good news! looks like I'll have to invest in a commercial copy then.
I also quickly looked at setting up some fresnel ramps with the gradients but could find any input for incidence,
I'm sure it's in there but just thought I'd ask while I've got the man on the line.
cheers
bottom
I also quickly looked at setting up some fresnel ramps with the gradients but could find any input for incidence,
I'm sure it's in there but just thought I'd ask while I've got the man on the line.
cheers
bottom
Physically based renderers use correct models instead of manual tricks like fresnel ramps...bottom wrote:That's good news! looks like I'll have to invest in a commercial copy then.
I also quickly looked at setting up some fresnel ramps with the gradients but could find any input for incidence,
I'm sure it's in there but just thought I'd ask while I've got the man on the line.
cheers
bottom
It's not supported currently.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
metals > non-organic > paint
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
