Anisotropic reflections?
Posted: Sat Jul 05, 2014 1:24 pm
Wondering how to accomplish this in Octane...


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Thank you for replying, but that honestly wasn't very helpful. Perhaps you'd could expand on what a "proper bump" means? Having direct control over the direction of surface roughness is a very useful and effective way to achieve these reflections. Which is why other rendering packages (including Maxwell) include support for it.aoktar wrote:Anisotropic reflections is a fake way in cgi. It occurs by combination rougness and bumps in real world materials. So you should produce some proper bumps
you're welcome. I wrote some words in my first message. I think octane has very good design and capable to do many things. But need to know nature of things to simulate.riggles wrote:Ah, thank you. I tried the same in my scene, by on small items, I can't get the sin wave numb weak enough to show up with tearing the geometry. However, I found a dense-ringed normal map and that works nicely.
Thank you~
Yes, in theory, you're right and I would love to use only procedurals. But in the piece I just worked on, using the procedural to drive bump started tearing the mesh. I had to really clamp the procedural output to stop the tearing, but there was nothing in-between. Either it was tearing at .0002 or had no effect bump effect at .0001. The normal map was the only thing I got to work.aoktar wrote:Also you don't need any bitmap. All available textures are enough to do this.
Have you tried scaling your geometry in the host app by 10x or 100x? This has worked for me for some objects in the past.riggles wrote: I had to really clamp the procedural output to stop the tearing, but there was nothing in-between. Either it was tearing at .0002 or had no effect bump effect at .0001.