iPhone Illuminated Screen Under Octane Glass

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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RSgraphics
Licensed Customer
Posts: 143
Joined: Wed Aug 03, 2016 4:04 pm

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.
David_S
Licensed Customer
Posts: 49
Joined: Fri Dec 09, 2011 8:53 pm

Hi Robert,

make shure that «Fake Shadows» are on in the glass material if you render method is Direct Lighting, also check if «Specular Depth» in the Kernel settings are hight enough.
And the glass should have a thickness.

greets
David
RSgraphics
Licensed Customer
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.
niestudio
Licensed Customer
Posts: 265
Joined: Fri Aug 21, 2015 10:03 pm

Here's a basic setup. See if this works for you.
Attachments
Live_Viewer_3_06_2.jpg
iPhone screen.zip
(1.27 MiB) Downloaded 625 times
OSX 10.12.4 | Intel 12 core @ 3.33 ghz | 128 gb ram | NVIDIA GeForce GTX 1080TI | Ubuntu Linux slave with 3x 1080ti
RSgraphics
Licensed Customer
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.
RSgraphics
Licensed Customer
Posts: 143
Joined: Wed Aug 03, 2016 4:04 pm

niestudio wrote:Here's a basic setup. See if this works for you.
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.

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
iPhone screen.zip
(2.46 MiB) Downloaded 259 times
niestudio
Licensed Customer
Posts: 265
Joined: Fri Aug 21, 2015 10:03 pm

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
Attachments
image_texture.jpg
OSX 10.12.4 | Intel 12 core @ 3.33 ghz | 128 gb ram | NVIDIA GeForce GTX 1080TI | Ubuntu Linux slave with 3x 1080ti
niestudio
Licensed Customer
Posts: 265
Joined: Fri Aug 21, 2015 10:03 pm

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
Licensed Customer
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.
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bepeg4d
Octane Guru
Posts: 10380
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

Hi,
instead of black, use the same image used for texture emission into the diffuse pin ;)
ciao beppe
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