Overly shiney results/Falloff on reflection map?
Posted: Tue Jan 15, 2019 9:52 am
Hi there,
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.
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.