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reflection problem

Posted: Fri Dec 02, 2016 3:25 am
by hyubrad
Hi

Recently have a reflection problem , I set the reflection to low value than default , but the reflection is weird .Does anyone know hot to fix this problem ? thanks :)

Re: reflection problem

Posted: Fri Dec 02, 2016 3:57 am
by calus
can you explain more what is your problem ?
I'm not sure what's wrong on the picture.

Re: reflection problem

Posted: Fri Dec 02, 2016 6:09 am
by hyubrad
calus wrote:can you explain more what is your problem ?
I'm not sure what's wrong on the picture.
Hi Calus

this bottle is the plastic with a little bit thickness , the real bottle reflection is like the attched photo , no reflection bottle shape like first 3d image(black arrow). I need to fix this problem but donnt know how to do :?:

Re: reflection problem

Posted: Fri Dec 02, 2016 6:57 am
by calus
still not sure to understand ( so sorry in advance if what I say is obvious, I shoot in the dark :D ),
but the shape of the reflexion depends on the environment ,
maybe you should just use a different HDR env if you want it to look more like the photo ?
Also internal reflexions sometimes can be confusing, just set the transmission of your specular material to 0 to check only the external reflexion.
or can there be a problem with the normals of the model ?
If this is about strongness of the reflexion depending on the angle, you should just adjut the index of refraction.
Also to have the exact same result as the true product first of course the model should respect the true product shape, scale and thickness,
then you have to deal with absorption/scattering and the correct interface IOR for the liquid inside the bottle.

I guess with Octane, more you will respect reality in modelisation, environment, ligthing and shaders parameters, more your render will be close to reality (using Path Tracing kernel or PMC )

Re: reflection problem

Posted: Sat Dec 03, 2016 3:29 am
by hyubrad
calus wrote:still not sure to understand ( so sorry in advance if what I say is obvious, I shoot in the dark :D ),
but the shape of the reflexion depends on the environment ,
maybe you should just use a different HDR env if you want it to look more like the photo ?
Also internal reflexions sometimes can be confusing, just set the transmission of your specular material to 0 to check only the external reflexion.
or can there be a problem with the normals of the model ?
If this is about strongness of the reflexion depending on the angle, you should just adjut the index of refraction.
Also to have the exact same result as the true product first of course the model should respect the true product shape, scale and thickness,
then you have to deal with absorption/scattering and the correct interface IOR for the liquid inside the bottle.

I guess with Octane, more you will respect reality in modelisation, environment, ligthing and shaders parameters, more your render will be close to reality (using Path Tracing kernel or PMC )

Thank you , Calus , I''ll do some test :lol: