scattering medium scale

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heinz0r
Licensed Customer
Posts: 25
Joined: Tue Jul 12, 2011 7:05 pm

Hey there,

I want to know a bit about to what the default scale of 100 inside the scattering medium parameters could be related to. I know it is there to kind of even out the whole scattering effect.

So what basic item (and material), if at the right scale with pretty much default settings, would be _the_ object that the 100 is almost perfectly suited for. I am really just trying to figure that out so I got an idea of what I can base other objects and their scatter parameters on to get a somehow accurate representation and not just guessed values that I throw out there from my own observation.

edit: Ah damnit, wrong forum. Just noticed, if anyone could move this to the right spot. Thanks :)
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roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

It is a multiplication factor for the scatter and absorption textures. Textures are restricted to values between 0.0 and 1.0, but scatter and absorption values can have a wide range of values. The values are given in m^-1.

The higher the values the more dense the material and thus the less deep the light penetrates. 1.0 m^-1 means the light penetrates around 1 meter in the material. 100.0 m^-1 (= 1 cm^-1) means the light penetrates only around one centimeter.

If your object is about a centimeter wide, and you want to have a good proportion of the transmitted light absorbed of scattered after a centimeter, then 100 is a good value.

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Roeland
heinz0r
Licensed Customer
Posts: 25
Joined: Tue Jul 12, 2011 7:05 pm

Thanks, thats something better to work with than just guessing!
adrencg
Licensed Customer
Posts: 236
Joined: Wed Feb 24, 2010 4:20 am

I know its correct to have the higher values make less of a scattering effect, but it's a little confusing. Interface intuition would tell a user to crank the value higher to get more of a scattering effect. Same goes for absorption and scattering sliders. I'm assuming that higher values mean less of an SSS effect. That seems backwards.
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