Hello,
While waiting for an email with my license, I would like to know if a subsurface scattering shader is being planned in future releases and will normal maps be implemented?
Thanks
subsurface scattering shader
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Hmm there is normal maps already implemented, as for the SSS I think that will be in Octane 2.0 as Radiance pointed many times, there was a transmittance that imitates SSS but was removed due some problems in new beta 2.1.. I hope that will be there for beta 2.2 as new material type... it was quite usefull.
Vista 64 , 2x Xeon 5440 - 24GB RAM, 1x GTX 260 & I7 3930 water cooled - 32GB RAM, 1 x GTX 480+ 1x8800 GTS 512
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
Hi,Garrick wrote:Hello,
While waiting for an email with my license, I would like to know if a subsurface scattering shader is being planned in future releases and will normal maps be implemented?
Thanks
I have not received any machine ID code from you...
did you get my email with the download instructions ?
It was sent 6 hours ago to your gqprototypes email adres.
Radiance
PS: subsurface scattering is scheduled for the v2.0 release in the near future.
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
transmittance was not removed in beta 2.1, it's just not hooked up by default.andrian wrote:Hmm there is normal maps already implemented, as for the SSS I think that will be in Octane 2.0 as Radiance pointed many times, there was a transmittance that imitates SSS but was removed due some problems in new beta 2.1.. I hope that will be there for beta 2.2 as new material type... it was quite usefull.
make a diffuse material node, and connect a texture or rgb or float node to it's transmission channel to use it.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Ha I miss that
thank you...

Vista 64 , 2x Xeon 5440 - 24GB RAM, 1x GTX 260 & I7 3930 water cooled - 32GB RAM, 1 x GTX 480+ 1x8800 GTS 512
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
Hey Thanks for the help,
I am up and running and Octane is very impressive.
A few more questions how do I smooth my mesh surface and is there a tutorial on the daylight or night feature for an interior scene,
Also when I import a mesh it isn’t centered, how can I change this?
I am up and running and Octane is very impressive.
A few more questions how do I smooth my mesh surface and is there a tutorial on the daylight or night feature for an interior scene,
Also when I import a mesh it isn’t centered, how can I change this?
Vista 64| 660 GTX | 6600 Quad | 8GB DD2|Maya 2011
can you explain how that transmission node is supposed to work? I can't see any difference when plugging a color into it.
Rod
Asus P6T Deluxe V2
Intel core i7 920 (2.66 GHz quadcore)
12 gig RAM Kingston HyperX
BFG GTX 285 OCX
CPU cooling - Noctua NH-U12P SE2
OCZ Vertex Turbo 120 GB Sata II SSD
Windows 7 Ultimate 64bit
Asus P6T Deluxe V2
Intel core i7 920 (2.66 GHz quadcore)
12 gig RAM Kingston HyperX
BFG GTX 285 OCX
CPU cooling - Noctua NH-U12P SE2
OCZ Vertex Turbo 120 GB Sata II SSD
Windows 7 Ultimate 64bit
You should center your mesh upon exporting, we have plans to add features to import them centered for beta3,Garrick wrote:Hey Thanks for the help,
I am up and running and Octane is very impressive.
A few more questions how do I smooth my mesh surface and is there a tutorial on the daylight or night feature for an interior scene,
Also when I import a mesh it isn’t centered, how can I change this?
but for the time being you should make sure you're mesh is located at the origin (eg center) before exporting.
regarding smoothing, you enable the smooth option on a material, and you must make sure you're model is propperly split upon exporting or you export with smoothgroups and enable this option in octane's OBJ import preferences panel.
there are no tutorials for daylighting, just play with it until you have something suitable.
however, with 2.1 and previous versions we recommend not to put glass in your windows as these versions don't yet support sunlight through glass.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
you create a diffuse material node, connect it to the socket in question (the material socket on your meshnode),rodney71 wrote:can you explain how that transmission node is supposed to work? I can't see any difference when plugging a color into it.
and connect a rgb/float/texture node to it and make it a bright colour, then reduce the diffuse colour and you will see the object become more and more translucent when you decrease the diffuse reflection colour.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Like this? I still can't see any effect of that node so I must be doing this wrong or it's just not working on my computer as it should. Also I don't see a reflection property in the diffuse material so perhaps i'm misunderstanding your terminology...


Rod
Asus P6T Deluxe V2
Intel core i7 920 (2.66 GHz quadcore)
12 gig RAM Kingston HyperX
BFG GTX 285 OCX
CPU cooling - Noctua NH-U12P SE2
OCZ Vertex Turbo 120 GB Sata II SSD
Windows 7 Ultimate 64bit
Asus P6T Deluxe V2
Intel core i7 920 (2.66 GHz quadcore)
12 gig RAM Kingston HyperX
BFG GTX 285 OCX
CPU cooling - Noctua NH-U12P SE2
OCZ Vertex Turbo 120 GB Sata II SSD
Windows 7 Ultimate 64bit