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Re: v2.4 for Archviz :lol:
Posted: Wed Jan 19, 2011 9:48 am
by Elvissuperstar007
people is a bug YEAR ))))) excellent
Re: v2.4 for Archviz :lol:
Posted: Wed Jan 19, 2011 10:20 am
by ttaberna
Yes I use a trick!!
My glass is a one face plane with the normals to inside. It is not an specular material.
It is a glossy material with opacity less than white to control the reflection, roughness to black (0) and specular is a taste matter.
Cheers
Re: v2.4 for Archviz :lol:
Posted: Wed Jan 19, 2011 10:32 am
by abstrax
ttaberna wrote:Yes I use a trick!!
My glass is a one face plane with the normals to inside. It is not an specular material.
It is a glossy material with opacity less than white to control the reflection, roughness to black (0) and specular is a taste matter.
Cheers
Hey that's even better: Architectural glass
Thanks for the tip. Cheers,
Marcus
Re: v2.4 for Archviz :lol:
Posted: Wed Jan 19, 2011 10:48 am
by kubo
this is one of the most awesome tips ever! Nice job. It should go in resources and made a sticky so we can point people to it!
Re: v2.4 for Archviz :lol:
Posted: Wed Jan 19, 2011 10:58 am
by ttaberna
Hi again
It is good to observe that the less the opacity is it is darker in the room, and it is a time cost to clear an image like this, but itis a workaround.
I put this example scene
http://refractivesoftware.com/forum/vie ... f=5&t=5013 image
It took like 20 hours to get to that result for 4096x4096, in the post it is reduced to the half + I crop it in PS.
It is a non optimized scene but I did some tests in more simple scenes and it took longer than doing it without glass.
Re: v2.4 for Archviz :lol:
Posted: Wed Jan 19, 2011 10:09 pm
by naik3d
hey mate
any chance to post that test scene for the community?
btw looks awesome!
Edit: i don't know what you guys think but in my view 20 hours is really hard for that image.
Have you tested the scene again after optimisation?
Re: v2.4 for Archviz :lol:
Posted: Mon Jan 31, 2011 3:31 pm
by Seekerfinder
No sure if this should be my first post since I have many good things to say about Octane! But the daylight transmission though glass would be a great help using direct lighting (pathtracing is slow and full of fire flies). I've seen an interior daylight simulation scene created in octane - not sure how that was done...
I think I saw a previous post where this was planned for beta R2.3. Refractive, any more accurate idea of when this may become a reality (no pun intended)?
Thanks!
Seeker