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Specular Materials
Posted: Thu Feb 18, 2016 5:07 am
by zinogino
Hey guys, sorry if this was asked before cause I couldn't find it. Apparently I'm currently working on an animation for my client where he wants the scene to be glass like materials. My workstation is struggling with the performance of using specular maps in Octane(GTX880M single graphic card). Any other alternative to achieve something similar to specular maps or improving the speed performance when rendering mesh with specular maps?
Re: Specular Materials
Posted: Thu Feb 18, 2016 10:14 am
by bepeg4d
Hi zinogino,
it's not easy to say without seeing an example image, but I guess that if you need to have the refraction effect, there is not so much that you can do beside reducing all the settings at minimum

if the refraction effect is not crucial, but it's more about transparency and reflections, than you can use the fake architectural glass by using a falloff node in the opacity pin of a glossy material

ciao beppe
Re: Specular Materials
Posted: Fri Feb 19, 2016 7:50 am
by zinogino
bepeg4d wrote:Hi zinogino,
it's not easy to say without seeing an example image, but I guess that if you need to have the refraction effect, there is not so much that you can do beside reducing all the settings at minimum

if the refraction effect is not crucial, but it's more about transparency and reflections, than you can use the fake architectural glass by using a falloff node in the opacity pin of a glossy material

ciao beppe
Thanks for the reply, that's what I needed !
Re: Specular Materials
Posted: Fri Feb 19, 2016 9:03 am
by zinogino
bepeg4d wrote:Hi zinogino,
it's not easy to say without seeing an example image, but I guess that if you need to have the refraction effect, there is not so much that you can do beside reducing all the settings at minimum

if the refraction effect is not crucial, but it's more about transparency and reflections, than you can use the fake architectural glass by using a falloff node in the opacity pin of a glossy material

ciao beppe
Hi, was middle of rendering and I've notice some weird stuff on my meshes. In the LV it was alright.

Re: Specular Materials
Posted: Fri Feb 19, 2016 9:35 am
by bepeg4d
Hi zinogino,
I guess that you need to check your mesh

Different subdivision in preview and render?
What about if you reduce the Phong value?
ciao beppe
Re: Specular Materials
Posted: Fri Feb 19, 2016 9:51 am
by zinogino
bepeg4d wrote:Hi zinogino,
I guess that you need to check your mesh

Different subdivision in preview and render?
What about if you reduce the Phong value?
ciao beppe
There's no n-gons, alright.
Re: Specular Materials
Posted: Fri Feb 19, 2016 1:48 pm
by Ibycus
Also make sure everything is connected by running the optimize function.