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What Does Your Glossy Shader Look Like?

Posted: Thu Jan 03, 2013 11:07 am
by temp-64GTX
Simple scene. Camera, light plane, and NoSmooth GeoSphere. Red glossy material with IOR=2.
When the rounghless is close to zero, the ball should reflect much less than it is in octanerender.


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It looks like Biased Vray

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Re: What Does Your Glossy Shader Look Like?

Posted: Thu Jan 03, 2013 2:29 pm
by Lyubomir
Try changing "Index" (the bottom parameter of glossy material) and the diffuse color. Try using an RGBspectrum node for "specular". Something should work in the end.

Re: What Does Your Glossy Shader Look Like?

Posted: Thu Jan 03, 2013 7:23 pm
by abstrax
I guess you had a red diffuse component, didn't you? Set this to black and only use the specular channel, because the materials rendered in Maxwell and Arion don't seem to have a diffuse component.

Cheers,
Marcus

Re: What Does Your Glossy Shader Look Like?

Posted: Fri Jan 04, 2013 5:59 am
by temp-64GTX
abstrax wrote:I guess you had a red diffuse component, didn't you? Set this to black and only use the specular channel, because the materials rendered in Maxwell and Arion don't seem to have a diffuse component.
I have red color on the "diffuse" parameter in glossy shader. But the thing is that i need red color. Maxwell and Fry materials have the same red color. I make materials as similar as possible, but result in octane (only) is different. It's more look like vray than unbiased.

It's sad.

Re: What Does Your Glossy Shader Look Like?

Posted: Fri Jan 04, 2013 6:19 am
by abstrax
temp-64GTX wrote:
abstrax wrote:I guess you had a red diffuse component, didn't you? Set this to black and only use the specular channel, because the materials rendered in Maxwell and Arion don't seem to have a diffuse component.
I have red color on the "diffuse" parameter in glossy shader. But the thing is that i need red color. Maxwell and Fry materials have the same red color. I make materials as similar as possible, but result in octane (only) is different. It's more look like vray than unbiased.

It's sad.
I don't know much about the 3ds max plugin, but can't you set a colour in the specular channel? You can do that in the standalone version. To reproduce the behaviour in Octane, you would set diffuse to black and specular to red and then fiddle around with the roughness.

What exactly are the settings in Maxwell/Arion?

Cheers,
Marcus

Re: What Does Your Glossy Shader Look Like?

Posted: Fri Jan 04, 2013 10:13 am
by temp-64GTX
abstrax wrote:I don't know much about the 3ds max plugin, but can't you set a colour in the specular channel? You can do that in the standalone version. To reproduce the behaviour in Octane, you would set diffuse to black and specular to red and then fiddle around with the roughness.

What exactly are the settings in Maxwell/Arion?
Oh, right, sorry, I absolutely forgot that the "specular" can be a RGBspectrum. In this case, all rendered correctly.

The only strange moment is an emergence of blue coloring at addition of white diffuse color. If to add white diffusion color not in the same material, and through a separate material by mix, blue coloring isn't present.