Overly shiney results/Falloff on reflection map?
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I have been working on making downloadable models looks the same regardless of the render engine they are used in.
I've been finding that in Octane, and a lot of other engines, that they appear way too shiny compared to Blender/Cycles which I've been using as a reference. (They look fine there)
My solution has been to multiply the refl/spec map by a facing falloff and as you can see from the results above, it's worked well.
However, it occurs to me if I'm having to do this step in a lot of the major render engines, including Octane, that there may be an issue with the workflow used to create the maps.
Has anyone got any thoughts on this? Would multiplying the refl/spec map be a fairly typical thing to have to do? Below is an example of the node setup I've used in Octane. Any help on this would be greatly appreciated.
Have you tried with Universal material in Octane or use different reflection modes like GGX instead Octane default reflection mode ?
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090