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specular index?
Posted: Thu Jun 13, 2013 11:56 pm
by amtberg
Brand new to Octane and the C4D plugin, but it looks to me like the specular material's "index" channel is meant to set the material's refractive index. As such one would expect a value of around 1.5 to be correct for glass, but it renders completely wrong. The correct setting for material glass appears to be between 0.75 and 0.8. Or am I missing something?
Re: specular index?
Posted: Fri Jun 14, 2013 12:08 am
by FooZe
Hi Amtberg,
You are correct the IOR for glass should be 1.5 (or there abouts).
Can you post some screenshots so we can see what is going on?
Thanks
Chris.
Re: specular index?
Posted: Fri Jun 14, 2013 6:04 am
by bepeg4d
the specular material is the most powerful shader in octane, but has some things must be known in order to use it with all the kernels.
in the attribute editor of specular material, activate the option in the "fake shadow" tab.
in the kernel settings, remember to activate the "alpha shadow" option, and, if you use the direct lighting kernel, set the specular depht at 8.
with this setting you should see a clear glass with 1.5 ior in all the kernels

ciao beppe
Re: specular index?
Posted: Fri Jun 14, 2013 11:05 am
by miohn
Hi,
sorry, asked for this already,
but I really need some material setup tutorials!
For example:
- Where to place the "dirt" shader?
- For bump: should I add a "image texture" shader and
set the mode to "flow" or should I add a "float-shader" from the list?
- How do I get correct saturated colors? (c4d LW turning on does not change anything)
- "Shader to texture" how does it work - "which" c4d shaders are supported?
The manual just lists all the available octane shaders without telling
how th use them.
regards
MIke
Re: specular index?
Posted: Fri Jun 14, 2013 11:14 am
by miohn
btw: the "face shadow" option is not available
when double-clicking the material (open the mat-editor)
I searched and searched - its only visible in the attributes manager
regards
MIke
Re: specular index?
Posted: Fri Jun 14, 2013 5:34 pm
by amtberg
I'm sorry for the false alarm. Stupidly, the glass object I was using to test this had the normals reversed. That's not a problem for Cinema's native glass shaders (which is why I didn't notice earlier), but it causes major problems with renderers like VRay and Octane.