Hehe, sorry a 'Normal' person. Not someone who has CG knowledge or experience.PAQUITO wrote:Gordonrobb.. what is a normo?
chairs for a brochure
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
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.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
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- paoloverona
- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
you mean that your wood floor has got an index of zero? (like crome or mirror material)PAQUITO wrote:I simply use a black&white version of the texture as a specular map. One thing I notice is the index value is non zero when importing an obj file into Octane, so I lower it to zero to get more natural reflections. Maybe is that your problem.
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- paoloverona
- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
I'll try some test with the standalone version (maybe its behaviour is different), when I set the index to zero I loose all color from the texture (that becomes like aluminium)....maybe I'm setting up something wrongPAQUITO wrote:Correct. I always use zero index, excepting for curvy surfaces, where I raise it to get some freshnel.

intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Muggles 
Can someone explain to me what the 'index' setting is doing? I had a notion that it was like an 'angle of incidence' setting. So at zero (actaully I think it's anythign less than 1) this gradient is disabled. but what is it doing after that. In standalone, it goes from 0 to 8, what does that mean? Anyone?

Can someone explain to me what the 'index' setting is doing? I had a notion that it was like an 'angle of incidence' setting. So at zero (actaully I think it's anythign less than 1) this gradient is disabled. but what is it doing after that. In standalone, it goes from 0 to 8, what does that mean? Anyone?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Basically, the higher the index, the more the reflections will distort to the silouette of the shapes, generating a freshnel effect, which is good for metals, porcelains and the like. Chrome/mirror materials work better with index on zero. Planar surfaces like glossy floors seem to work better that way (for me, at least).
The changes are subtle, but noticeables. If you want a more radical freshnel, you should move to a specular material. Here I drop samples of different indexes, and how they affect the reflections, from the minimum to the maximum. The bottom image show how index affects more subtly from a value higher that 1, which almost negates reflections (excepting for a very very extreme freshnel) to some higher values, which makes the reflections more visible . Hope it helps.
The changes are subtle, but noticeables. If you want a more radical freshnel, you should move to a specular material. Here I drop samples of different indexes, and how they affect the reflections, from the minimum to the maximum. The bottom image show how index affects more subtly from a value higher that 1, which almost negates reflections (excepting for a very very extreme freshnel) to some higher values, which makes the reflections more visible . Hope it helps.
- RealityFox
- Posts: 273
- Joined: Sat May 05, 2012 1:43 pm
Nice little tutorial about materials, ever think about making some in depth tutorials for realistic material creating? - Out of curiosity do you use bump mapping/Normal mapping on your floor when you use the specular method?
When creating that kind of floors, I only use a diffuse map and a specular map, that´s all. I only use bump maps when it appropiate, for materials that are in fact bumpy, such as floor tiles and the like. A typical parquet floor works very nicely without using bumps.