Re: Dealing with this sort of reflection problem
Posted: Mon Sep 21, 2020 6:32 pm
Hi Pgatsky, I have had a chance to look at your file. Thank you for posting it.
**Edit: As noted in a subsequent by Beppe, this requires Octane 2020.2 XB1 to properly resolve**
The issue is you do not want all of those reflections of the embossing. I do not know how many shots and from what angles you are looking to do, but my fix is to cheat and break things. Make the clear section of the bottle solid, not hollow. That way, you do NOT see the reflections of the embossing on the inside of the glass. You would see the reflection on the interior of the back of the bottle, but that would not produce the reflection that you are objecting to.
You WOULD still see the reflection of the embossing on the cognac mesh, however. In that case, you can set your index to 1, which would minimize that reflection. You would effectively just be tinting the mesh. Not physically correct, but the result I think you might be going for.
I have two other recommendations for you regardless:
1. Make sure your grayscale images are set to float. Currently, you have the displacement set to Normal, which assumes RGB space. You are wasting VRAM that way. It might not matter much in this scene, but it is a good practice.
2. Your glass material needs a roughness value greater than 0. In these cases, I typically use 0.001 or similar. Mess around with that a bit to get the look you are after. The reason that you do this is that no human-made material is perfectly smooth. In fact, the only thing in your scene which should have a roughness value of 0.0 is the cognac, as only liquids can achieve true smoothness.
Sorry I could not offer a simpler suggestion. Hope this helps!
**Edit: As noted in a subsequent by Beppe, this requires Octane 2020.2 XB1 to properly resolve**
The issue is you do not want all of those reflections of the embossing. I do not know how many shots and from what angles you are looking to do, but my fix is to cheat and break things. Make the clear section of the bottle solid, not hollow. That way, you do NOT see the reflections of the embossing on the inside of the glass. You would see the reflection on the interior of the back of the bottle, but that would not produce the reflection that you are objecting to.
You WOULD still see the reflection of the embossing on the cognac mesh, however. In that case, you can set your index to 1, which would minimize that reflection. You would effectively just be tinting the mesh. Not physically correct, but the result I think you might be going for.
I have two other recommendations for you regardless:
1. Make sure your grayscale images are set to float. Currently, you have the displacement set to Normal, which assumes RGB space. You are wasting VRAM that way. It might not matter much in this scene, but it is a good practice.
2. Your glass material needs a roughness value greater than 0. In these cases, I typically use 0.001 or similar. Mess around with that a bit to get the look you are after. The reason that you do this is that no human-made material is perfectly smooth. In fact, the only thing in your scene which should have a roughness value of 0.0 is the cognac, as only liquids can achieve true smoothness.
Sorry I could not offer a simpler suggestion. Hope this helps!