candle test

Display your final art here...
Forum rules
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.
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

You can use absorption for the sss effect. You will be able to control the depth of it with the absorption and the depth of absoption.
Check the material fake wake 2 from live db and connect to the material for your mesh. It might help to export the file to the proper scale it should be, otherwise setting to high a scale might impact the limit of the material properties, so for the candles I used they are to accurate scale as would be in real world and then export to octane.
User avatar
babygenius55
Licensed Customer
Posts: 39
Joined: Sat Jun 04, 2011 3:29 pm
Contact:

Thanks. i just wish there were multipliers, or some way you could tell what size your things actually are when they are exported. i use Maya, and I model at cm, and to date everything is working fine...at least when i set octane back to meters/meters. Just because everything looks fine doesn't mean that it really is though.
R.I.P. Pootie. Too much hate in the world. :P
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

To be on the safe side some materials might be resticted depending on how you export your scene. For example when using emitters and you export a scene at much smaller scale such as millimeters then the emitter will light up your to much to the point you can't see anything. the whole fact it's interactive means it does matter because you can see your result and whether you bring the power down or increase exposure. If you set your units to meters in maya and then export to octane, then you put a standard bulb emitter to a typical wattage such as 40 watts then it will give the exact amount of energy and light.

thanks
User avatar
babygenius55
Licensed Customer
Posts: 39
Joined: Sat Jun 04, 2011 3:29 pm
Contact:

Gotcha. thanks
R.I.P. Pootie. Too much hate in the world. :P
Post Reply

Return to “M is for Metaverse Gallery”