Hi everyone.
I'm having an issue setting up a realistic electronic screen. I'm looking for the most realistic method since the purpose is to create a photo realistic image. Hopefully any suggested methods would be suitable for things like iPhones, computer monitors, TV's etc. My current attempt is for an iPhone screen.
1. I have a geometry plane that acts as an iPhone screen. I'm assigning an Octane Diffuse material to the plane and in the "Emission" slot, I activated "Blackbody Emission".
2. Next I have another plane that acts as the Glass that covers the iPhone screen.
The problem is, the blackbody emission doesn't transmit through the glass.
Thanks,
Robert.
iPhone Illuminated Screen Under Octane Glass
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- RSgraphics
- Posts: 143
- Joined: Wed Aug 03, 2016 4:04 pm
Greetings David.
I'm using Pathtracing. But i went into the material and unchecked Fake Shadows just in case. That didn't do anything. My Specular depth was at 16 but i just cranked it up to 22 and the light only shows up as a few white dots. Like speckled white dots where the illuminated material is.
So you think that my process is alright? With using an illuminated plane as the screen with blackbody emission activated in the emission channel. Then putting glass on top of that? Im looking for the most realistic effect for screens.
I'm using Pathtracing. But i went into the material and unchecked Fake Shadows just in case. That didn't do anything. My Specular depth was at 16 but i just cranked it up to 22 and the light only shows up as a few white dots. Like speckled white dots where the illuminated material is.
So you think that my process is alright? With using an illuminated plane as the screen with blackbody emission activated in the emission channel. Then putting glass on top of that? Im looking for the most realistic effect for screens.
Here's a basic setup. See if this works for you.
- Attachments
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- iPhone screen.zip
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OSX 10.12.4 | Intel 12 core @ 3.33 ghz | 128 gb ram | NVIDIA GeForce GTX 1080TI | Ubuntu Linux slave with 3x 1080ti
- RSgraphics
- Posts: 143
- Joined: Wed Aug 03, 2016 4:04 pm
Oh that's beautiful.
Dave's comment about the glass needs depth was correct. I knew this already and thought I had added depth when i checked the geo, it didn't. Once I added the depth, everything starting working as expected.
But back to your example. That looks vibrant, clear, with dynamic contrast. I will definitely study your file.
Thanks for your time and generosity, niestudio. I appreciate your willingness to help.
Dave's comment about the glass needs depth was correct. I knew this already and thought I had added depth when i checked the geo, it didn't. Once I added the depth, everything starting working as expected.
But back to your example. That looks vibrant, clear, with dynamic contrast. I will definitely study your file.
Thanks for your time and generosity, niestudio. I appreciate your willingness to help.
- RSgraphics
- Posts: 143
- Joined: Wed Aug 03, 2016 4:04 pm
OK, niestudio, I opened your file and had a look. I see you used "Texture Emission" and I used "BlackBody Emission". I followed your file and it seems fine.niestudio wrote:Here's a basic setup. See if this works for you.
However, I did notice something when i did a test with your original file. I duplicated your geometry, made a new material with "Texture Emission", but if you look at the side by side comparison, the blacks in my texture arent as rich as yours. Take a look if you have time. Any idea what could be causing this?
- Attachments
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- iPhone screen.zip
- (2.46 MiB) Downloaded 259 times
Hi RSgraphics,
Your HRDI and iPhone screen are not loaded in your tex folder, so I cannot test exactly, but I can tell that neither are loaded into the image texture slots properly.
You want to make sure you use the Octane ImageTexture node rather than the C4D bitmap node.
See the tutorials on the manual, and let us know if that solves the issue.
https://docs.otoy.com/Cinema_4D_Plugin_ ... xtures.htm
Your HRDI and iPhone screen are not loaded in your tex folder, so I cannot test exactly, but I can tell that neither are loaded into the image texture slots properly.
You want to make sure you use the Octane ImageTexture node rather than the C4D bitmap node.
See the tutorials on the manual, and let us know if that solves the issue.
https://docs.otoy.com/Cinema_4D_Plugin_ ... xtures.htm
OSX 10.12.4 | Intel 12 core @ 3.33 ghz | 128 gb ram | NVIDIA GeForce GTX 1080TI | Ubuntu Linux slave with 3x 1080ti
I looked at your material a little further and see that your diffuse is set to white. Try setting it to black and it should work fine.
OSX 10.12.4 | Intel 12 core @ 3.33 ghz | 128 gb ram | NVIDIA GeForce GTX 1080TI | Ubuntu Linux slave with 3x 1080ti
- RSgraphics
- Posts: 143
- Joined: Wed Aug 03, 2016 4:04 pm
niestudio wrote:I looked at your material a little further and see that your diffuse is set to white. Try setting it to black and it should work fine.
Im going to look at your setup again.
Just so you know, I did check the diffuse, of your material and mine. I could have sworn that they were both set to white. Also, I used the octane imagetexture. Obviously this is user error on my part. I'll give it another go.
It seems like a simple enough process:
1. Make a diffuse material
2. Emission channel>texture emission>texture channel>Octane ImageTexture>"load your image"
3. Set diffuse to Black (Maybe this will do the trick).
Thanks again for taking the time niestudio.
Hi,
instead of black, use the same image used for texture emission into the diffuse pin
ciao beppe
instead of black, use the same image used for texture emission into the diffuse pin

ciao beppe