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Procedural turbulence scale and power precision

Posted: Fri Sep 05, 2014 12:41 pm
by cmatias
Hi.
I really love using Octane. Achieving realistic result is faster with Octane than with any other renderer.
But I'm always facing the same issue : turbulence scale / power limits.
The typical example is the simulation of plastic body noisy bump.
I prefer to use a tiny bump on reflection to achieve the best looking reflection diffusion on plastics.
The issue is that when I use real scale models, I'm always working with turbulence scales at 0.002 or 0.001 .
The same issue applies to the bumps power, but I can use the multiply map to reach lower values like 0.0005 .
Unfortunately, I found no way to divide the scale:
Image

Best regards
Carlos Matias

Re: Procedural turbulence scale and power precision

Posted: Fri Sep 05, 2014 1:27 pm
by lixai
Hey cmatias,
try this
4.jpg
and tell me if it helps.

Re: Procedural turbulence scale and power precision

Posted: Fri Sep 05, 2014 1:37 pm
by cmatias
lixai wrote:Hey cmatias,
try this
4.jpg
and tell me if it helps.
Damn ! You save my day Lixai !
Entering smaller values with the keyboard now work as expected. I'm a long time 3dsmax user, but never thought about this setting.

Thank you very much Lixai.

Re: Procedural turbulence scale and power precision

Posted: Fri Sep 05, 2014 1:40 pm
by lixai
glad to be able to help 8-)
now go back to work :lol:

Re: Procedural turbulence scale and power precision

Posted: Tue Sep 09, 2014 11:12 am
by gueoct
This decimal issue has been there from the beginning.
Most of 3dsmax values are above 0
It´s much quicker to enter numbers above 0 than entering decimals!

Why not scale the octane values by 100x or 1000x?

since we work most of the time in cm, spinner precision needs to be 1-2 decimals maximum.
If we extend precision to 4 decimals this can become very unhandy for most other things......

Re: Procedural turbulence scale and power precision

Posted: Tue Sep 09, 2014 1:02 pm
by cmatias
gueoct wrote:This decimal issue has been there from the beginning.
Most of 3dsmax values are above 0
It´s much quicker to enter numbers above 0 than entering decimals!

Why not scale the octane values by 100x or 1000x?

since we work most of the time in cm, spinner precision needs to be 1-2 decimals maximum.
If we extend precision to 4 decimals this can become very unhandy for most other things......
That is also my point of view.