Octane Glass Material Problem

Generic forum to discuss Octane Render, post ideas and suggest improvements.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Post Reply
JTKMProductions
Licensed Customer
Posts: 1
Joined: Sat Dec 01, 2018 12:17 pm

Hi, i was wondering if anyone has encountered this issue with lines on the glass surface when using path tracing to render glass objects.
I cant seem to solve it, I've tried various methods.
I've checked that i have specular depth set at 32, no intersecting geometry or reversed normals also tried subdividing it as well.
Also tried increasing Ray epsilon as well. Wanted to check if it was a scene/lighting problem so i exported the cup into an empty scene and it still has this issue,
however this issue is gone when i switch to Direct Lighting. I am currently using Octane 2020.1 version.
Attachments
Glass Problem.JPG
User avatar
bepeg4d
Octane Guru
Posts: 10399
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

Hi,
does it happen also with a white backdrop/environment?
You could use the InfoChannel passes to check the geometry/shading/vertex normals.

ciao Beppe
itsallgoode9
Licensed Customer
Posts: 896
Joined: Thu Apr 03, 2014 9:04 am
Location: New York City
Contact:

which lines are you referring to in your render? those repeated lines at the base?
frankmci
Licensed Customer
Posts: 917
Joined: Fri May 26, 2017 2:00 pm
Location: Washington DC

I think what you are seeing is physically correct. Yes, it will look different in direct lighting, because the rays are not being refracted back and forth within the glass in the same way.

This is what I get in a similar setup, and is what I expect to see.
Attachments
Glass Refraction
Glass Refraction
Animation Technical Director - Washington DC
itsallgoode9
Licensed Customer
Posts: 896
Joined: Thu Apr 03, 2014 9:04 am
Location: New York City
Contact:

Yeah those lines at the base is how a glass like this refracts in real life. I found some photos of this the other day-I’ll post when I’m back at my computer
frankmci
Licensed Customer
Posts: 917
Joined: Fri May 26, 2017 2:00 pm
Location: Washington DC

It's funny how that works out sometimes, when our expectations are out of sync with what's actually more realistic. I had a funny debate about how motion blur works in real life with someone who insisted it should only be behind a moving object, not in front. :)
Animation Technical Director - Washington DC
itsallgoode9
Licensed Customer
Posts: 896
Joined: Thu Apr 03, 2014 9:04 am
Location: New York City
Contact:

]
frankmci wrote:It's funny how that works out sometimes, when our expectations are out of sync with what's actually more realistic. I had a funny debate about how motion blur works in real life with someone who insisted it should only be behind a moving object, not in front. :)
The amount of times I've had a client say "X part of the render looks like weird" and then I tell them "no that's how it looks in real life" with an attached reference photos--at which point they're all like "ok, cool, it's fine then" :evil: :evil: :evil:

Here's one of the refs I mentioned. I couldn't find the exact same glass but you can definitely start to see it happen in the tapered part.
1849094.jpg
Post Reply

Return to “General Discussion”