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Anisotropic reflections?

Posted: Sat Jul 05, 2014 1:24 pm
by riggles
Wondering how to accomplish this in Octane...
Image

Re: Anisotropic reflections?

Posted: Sat Jul 05, 2014 1:58 pm
by aoktar
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

Re: Anisotropic reflections?

Posted: Sat Jul 05, 2014 2:55 pm
by riggles
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
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.

Re: Anisotropic reflections?

Posted: Sat Jul 05, 2014 3:25 pm
by aoktar
i do a exception atm. A try for this. Pls experience this textures.

Re: Anisotropic reflections?

Posted: Sat Jul 05, 2014 10:17 pm
by riggles
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~

Re: Anisotropic reflections?

Posted: Sat Jul 05, 2014 10:23 pm
by aoktar
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~
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.
Also you don't need any bitmap. All available textures are enough to do this.

Re: Anisotropic reflections?

Posted: Sun Jul 06, 2014 12:23 am
by Weezer
How about someone making a nice preset material for us :D

Re: Anisotropic reflections?

Posted: Sun Jul 06, 2014 12:42 am
by riggles
aoktar wrote:Also you don't need any bitmap. All available textures are enough to do this.
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.

Octane is great, but it still has some issues with bump and displacement. I need to bug report a couple things I noticed today.

Re: Anisotropic reflections?

Posted: Sun Jul 06, 2014 6:39 am
by Seekerfinder
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.
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.

Seeker

Re: Anisotropic reflections?

Posted: Sun Jul 06, 2014 11:26 am
by riggles
You know, I originally modeled the watch at like 100:1 scale because sometimes it's easier to match reference images when you aren't working with tiny dimensions. But after I finished modeling, I scaled everything to real-work size because that's just my habit. Also, I though I remember something in the manual saying Octane works better at accurate scales? Funny if true. I'll experiment later when I get time. Thanks~