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possible scattering bug, or im missing something

Posted: Thu Mar 10, 2016 5:59 pm
by mstewart152
In octane 3 latest build, im having trouble seeing the results of texturing the scattering channel of a scattering medium node.

Quick test.

make a sphere, throw spherical projection image on the scattering input..... see if it does anything.

Thanks.

Re: possible scattering bug, or im missing something

Posted: Thu Mar 10, 2016 7:26 pm
by juanjgon
Sorry, I am not sure what I should see with this setup. Can you please post a sample image, from Octane 2.2 and in 3.0 if possible, to know what are the differences?

Thanks,
-Juanjo

Re: possible scattering bug, or im missing something

Posted: Fri Mar 11, 2016 2:59 pm
by mstewart152
hmm. i tested it in 2 and it does same thing.

So i guess scattering is just a constant value then.... like texturing it doesnt change values of scattering based on the map... it just pulls one value out of it.

unless i am not understanding how it works.

what i tried to do was take a texture map, half black, half white, and have the white be max scattering and black part of map no scattering. cant see the effect of that.

Re: possible scattering bug, or im missing something

Posted: Mon Mar 14, 2016 11:11 am
by juanjgon
Yes, I am making some tests and it seems that the absorption and scattering parameters in the medium nodes don't support image texture mapping. Does someone have any experience texturing these channels? because I think that the these inputs only support constant color nodes.

-Juanjo

Re: possible scattering bug, or im missing something

Posted: Tue Mar 15, 2016 3:00 pm
by 3dreamstudios
I will want to texture a volume...much like you would see light rays going through a smokey auditorium. If the volume you would see differing amounts of smoke giving more and less absorption of the light.

I have not done any testing, but this will be one of the things I hope to get out of Octane 3.0 and volumetrics. We do a lot of theatrical lighting setups in our Arch Viz.