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Re: diningroom

Posted: Wed Jul 18, 2012 10:59 am
by glimpse
gabrielefx wrote:
tonycho wrote:Hi Gabriele
have another question
why dont you use glossy material then increased some roughness etc
instead using mix material of diffuse and glossy :?:
do you found any different?

thanks before :)
TOny
Octane has an issue with smoothing. If you add a glossy mat with high roughness you will get dark surfaces if these surfaces are not facing the camera. Blending glossy+diffuse you will avoid this issue.

During this work I found a trick on how reduce the noise (not the rendering time).
Portal doesn't help to pass lights through widows . Then is a lot better to add invisible rectangular lights in front every window.
All the scene will receive more light and well distributed.
It's important to use glossy material for the glass with transparency set at 0,1, roughness at 0, reflection at 1, fresnel at 1.6

I added another shot.
It would be nice to have sort of multiplier in the future for portals so we would not have to go adding extra lights, but for now it seems this workaround is good way to deal with noise. Thanks for shareing!

Re: diningroom

Posted: Thu Jul 19, 2012 8:30 am
by Rickky
@Gabrielefx : can you tell me how you make these invisible rectangle lights. I put opacity at 0 for my diffuse shader but that's doesn't make the job :cry:

Re: diningroom

Posted: Sat Oct 13, 2012 11:51 am
by Hennerypaul
Yes I agree with you gabrielefx, Using glossy material is good specially with the combination of glass. It will increase the smoothness afterwords.