Again with nested dielectrics, it works with anything from diffuse materials to spotlights right now. And this should really work selectively per specular objects when required. Not in every object. Can you change this behaviour?
Thanks
OctaneRender™ 2020.2
With nested dielectric, specular objects have to be the same material, and the mesh assigned with a specular material is required to be enclosed with one material assigned to it. This was specifically mentioned in the release post, this is a requirement because otherwise we would not be able to track the IOR a ray enters and exits.thanulee wrote:Another issue (i think). I have many specular objects and i need em all to have same material.
With nested dielectrics on, I need to go to each object and assign doublicates of the same material and set priorities. Either that, or I disable this feature..
But same time if i need bubbles inside the honey? Either I dont understand this feature yet, or this way of working isnt optimal.
Take a look at the video below:
https://www.dropbox.com/s/jyaeb9nmhclg4 ... .webm?dl=0
Many thanks!
If you need bubbles inside the honey, then the bubbles should be assigned a different material with a higher priority than the honey material.
I think you meant it doesn't work with diffuse materials and spotlight? I suggest you use negative priorities for specular materials so you don't have to fiddle with priorities for any other materials in the scene that you don't want to change priorities.thanulee wrote:Again with nested dielectrics, it works with anything from diffuse materials to spotlights right now. And this should really work selectively per specular objects when required. Not in every object. Can you change this behaviour?
Thanks
Apologies I dont understand. I have closed objects and all share the same material. But it looks wrong unless i disable the nested dielectrics.
Whats the solution here? I need to have 1 single material to multiple objects and its looking wrong. I give to specular materials negative priority?
Whats the solution here? I need to have 1 single material to multiple objects and its looking wrong. I give to specular materials negative priority?
As said on my initial post, if we have a single material on many objects, the image is wrong.
Please confirm this behaviour and what the solution is.
See images below.
Thanks
Please confirm this behaviour and what the solution is.
See images below.
Thanks
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Do you mind sharing a simple octane export scene file showing the issue. That would clarify the problem and allow others to confirm that settings.thanulee wrote:As said on my initial post, if we have a single material on many objects, the image is wrong.
Please confirm this behaviour and what the solution is.
See images below.
Thanks
Win 11 64GB | NVIDIA RTX3060 12GB
Here u go:Tugpsx wrote:Do you mind sharing a simple octane export scene file showing the issue. That would clarify the problem and allow others to confirm that settings.thanulee wrote:As said on my initial post, if we have a single material on many objects, the image is wrong.
Please confirm this behaviour and what the solution is.
See images below.
Thanks
https://www.dropbox.com/s/qkrfvt2l3tfm7 ... 3.c4d?dl=0
If wanna recreate it in SA:
- Create overlapping objects
- Add a single specular material/ apply to all
- Enable/disable nested dielectrics and u ll see the problem.
There isnt any complex setup, its just the default behaviour of all objects is changed now and I think this is not correct. So for 100 materials that overlap and share the same specular material, i need to set manually priorities? This shouldnt be the case.
Update:
As I was looking into that in Octane slack, a user pointed out that when transmission is less than 1, there is this issue. Doesnt clip the objects correct.
As I was looking into that in Octane slack, a user pointed out that when transmission is less than 1, there is this issue. Doesnt clip the objects correct.
Assigning priorities to material is a pretty common workflow for nested dielectric, I'm not sure if there's any other alternatives that can achieve the same effect in tracking IORs.thanulee wrote: There isnt any complex setup, its just the default behaviour of all objects is changed now and I think this is not correct. So for 100 materials that overlap and share the same specular material, i need to set manually priorities? This shouldnt be the case.
Let's say if you have a glass, a liquid, and then some objects that are inside the liquid, it is sufficient to just change the priority of the liquid. Let's say if the liquid is overlapping the glass, and you want to make sure the liquid does not do multiple reflections inside the glass, then you would just lower the priority of the liquid to -1 or lower. The other objects that are sitting inside the liquid are then higher priority than the liquid and because they don't actually overlap with the glass, they don't have to be touched at all.
So you don't actually have to assign priorities to every single object in the scene, only the objects that you would want to skip a ray.
I'll reply to you in slack.thanulee wrote:Update:
As I was looking into that in Octane slack, a user pointed out that when transmission is less than 1, there is this issue. Doesnt clip the objects correct.
Wait there is an Octane Slack group? Please share the Love.thanulee wrote:Update:
As I was looking into that in Octane slack, a user pointed out that when transmission is less than 1, there is this issue. Doesnt clip the objects correct.
Win 11 64GB | NVIDIA RTX3060 12GB
Hello, could you give us more word on those modes, with examples, please.Composite texture: Allows you to easily combine and layer multiple textures using all kinds of blend modes.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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System – Windows 11
My Behance portfolio, Blender plugin FB support group