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Re: Physically based parametrs
Posted: Mon Sep 20, 2010 10:42 pm
by havensole
Also, for clarification, Octane does not support "displacement" maps yet. These maps actually alter the geometry whereas a bump or normal map work very differently. Displacement maps are aid to be on the horizon, just not yet.
Re: Physically based parametrs
Posted: Thu Sep 23, 2010 12:55 pm
by madcoo
Hi guys!
I made a quick test with mib2berlin's normal map (see previous post).
1st pic is the Normal map used as an "Image" in the Normal setting.
2nd pic is the same map used as a "FloatImage" in the Bump setting.
I used the same scale / power / gamma settings in both.
=> I much prefer the Bump one, as it is much more detailed !
Re: Physically based parametrs
Posted: Thu Sep 23, 2010 1:17 pm
by radiance
buda wrote:Why the material editor have no typical parameters for the physical correct renderings, such as NK, K, Abbe, IOR, Reflectance? Why it is impossible to specify the brightness of the light source in watts, lux ... And why can not specify a color in the wavelength?
because other CPU engines have had 4+ years of time to add these newer features,
and we're only 7 months old at this time. We'd like to have a %100 solid, superfast and flexible Area light working, before we add the power/watt controls (which is trivial/easy)
In the end, you don't need them as much in octane, as you don't need to wait 10 minutes to see a 100 watt bulb, just tune the power until you're happy with the result after 20-30 seconds.
But they will come
Yours,
Radiance
Re: Physically based parametrs
Posted: Mon Jan 03, 2011 10:31 pm
by marco75
as i understood you will add watt, lumen, Cd???
really???
when!??!?!?!!?!?!??!
i need them!!!!!!!!!!!!!!!!!!
Re: Physically based parametrs
Posted: Mon Jan 03, 2011 10:31 pm
by marco75
and even IES it is necessary|