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rrprobe and rayepsilon ?

Posted: Wed Feb 17, 2010 3:23 am
by erwinr
Hi,

just a quick question what does rrprobe and rayepsilon do under pathtracing tab ?, also for some reason the glass material isnt showing reflection on pathracing mode ? its working well under directlighting...

thank you again!, I really like Octane render workflow, cant wait to use it with my main 3d aplication

-e

Re: rrprobe and rayepsilon ?

Posted: Wed Feb 17, 2010 3:26 pm
by radiance
Hi,

The ray epsilon is the distance to offset new rays so they don't intersect with the originating geometry,
and the RRprob is the probability of terminating the path randomly during raytracing.

You should'nt have to change these as they are good defaults and they are only meant for testing/debugging by developers or for fault analysis.

glass should reflect fine ?
can you show the issue with screenshots or something ?

Radiance