Re: controlling Octanes fresnel
Posted: Tue Oct 02, 2018 7:59 am
Here it is:
H = 0.666
S = 0.5
V = 0.5
ciao Beppe
In HSV space:H = 0.666
S = 0.5
V = 0.5
ciao Beppe
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That's exactly the setup I had in mind but it didn't work with bump. Strange.bepeg4d wrote:Here it is:In HSV space:
H = 0.666
S = 0.5
V = 0.5
ciao Beppe
You can do the same basic setup. There does seem to be a funny quirk where if you pipe an RGB color into the second Texture pin in the MixTex node, it can generate some odd Normal mapping artifacts. I've found it works just fine if you use a GaussianSpectrum node, though, and it doesn't seem to matter what the value of that GaussianSpectrum node is.mitchino wrote:I want to do the same thing with a normal map i.e. use a fall off node to control the normal map so at direct angles there is a normal effect and at glancing angles there isn't. How would I set that up? If I do it the way I did it with bump where I used a 50% grey, what is the equivalent with a normal map?
R: 0.5, G: 0.5, B: 1
.R: 0.5, G: 0.5, B: 1
(somewhat correct values would be H: 0.666667, S: 0.5, V: 1
) in Octane and that's where those artifacts come from and why normals are wrong in the example on the right. There are also other scale related 'factors' I've seen that produce artifacts like that.Hmm. Interesting... It seems like one of those nodes isn't passing quite the data it should be. Is the RGB Spectrum node also passing a hidden alpha value or something that's throwing off the Mix? Or perhaps the Normal channel needs some UV coordinate data that a RGB Spectrum node does not provide? The Baking node must either be adding info that is otherwise missing, or filtering out something extraneous.bepeg4d wrote:Hi frank,
interesting find, in fact, if you pipe the RGB node into a Baking Texture, everything is working as expected: ciao Beppe
It's not a bug, it's a feature! Life would have been much harder if Octane didn't do that. It's actually pretty cool that it does that. (I'm referring to the "handling" here)frankmci wrote:Perhaps this is an issue that can be bumped up to the OctaneRender developers?
Milan, I didn't mean how things are actually working under the hood are a bug or a problem, I meant more specifically and as an example, the way mixing an RGB Spectrum node with an otherwise standard RGB ImageTexture node and piping the results into the Normal channel does not work at all they way any reasonable person would expect it to. I think there needs to be more transparency to the user about what kind of information is being passed between nodes.milanm wrote:It's not a bug, it's a feature! Life would have been much harder if Octane didn't do that. It's actually pretty cool that it does that. (I'm referring to the "handling" here)frankmci wrote:Perhaps this is an issue that can be bumped up to the OctaneRender developers?
Normals are special case. Some render engines expect them to have values that go between -1 and 1.
Cheers
Milan