"fake shadows" bug?
Posted: Wed Jan 20, 2016 12:02 pm
I've been having inconsistent results with architectural glass in Octane, and I've managed to pinpoint the problem.
This is a top down cutout of a "room" with a super-thick wall and a glass pane in the middle of the window opening in that thick wall. It clearly displays how light behaves after passing through glass. PT kernel, single color texture environment (it's the same in PMC).
The "fake shadows" option doesn't behave when using standard mesh lights, only with a skylight. I usually use a skylight, however using separate emissive planes has a lot of advantages, enables much finer control, avoiding burnt-out exteriors etc.
Glass rendering in general seems a bit odd in octane and I usually end up doing very strange tweaks and/or compositing and photoshop to make it "look good", instead of adhering to, you know, physics..
Any thoughts on this?
Jan
This is a top down cutout of a "room" with a super-thick wall and a glass pane in the middle of the window opening in that thick wall. It clearly displays how light behaves after passing through glass. PT kernel, single color texture environment (it's the same in PMC).
The "fake shadows" option doesn't behave when using standard mesh lights, only with a skylight. I usually use a skylight, however using separate emissive planes has a lot of advantages, enables much finer control, avoiding burnt-out exteriors etc.
Glass rendering in general seems a bit odd in octane and I usually end up doing very strange tweaks and/or compositing and photoshop to make it "look good", instead of adhering to, you know, physics..
Any thoughts on this?
Jan