Default IOR, 1.5

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boxfx
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Virtually all materials need an IOR of around 1.5 Can we please change this to the default.
frankmci
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I think Octane uses 1.3 since people are very familiar with and intuitively expect the refraction of water, which is 1.33. We also have an intuitive sense of how much it refracts after only one transition, unlike most other materials. Even though glass at 1.5-1.6 is equally ubiquitous, our intuitions are generally not as good, since even minor variations in shape can make a profound difference. It makes sense to me to default to an IOR of 1.3.
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SSmolak
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Most of materials have IOR above 1.5 so 1.5 as default should be good.

https://pixelandpoly.com/ior.html

It should be post on Standalone forum.
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frankmci
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SSmolak wrote:Most of materials have IOR above 1.5 so 1.5 as default should be good.

https://pixelandpoly.com/ior.html

It should be post on Standalone forum.
Yes, I'm familiar with common IsOR, but it's also a question of what is the most intuitive starting point. I don't particularly care what the default setting is, but I can understand why 1.3 could be a reasonable choice.
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boxfx
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So we can have 1.3 for water..... or 1.5 for virtually all other substances humans interact with on a daily basis. Sure, lets go with 1.3 for water, we wouldn't want to confuse all the fish using Octane.
frankmci
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boxfx wrote:So we can have 1.3 for water..... or 1.5 for virtually all other substances humans interact with on a daily basis. Sure, lets go with 1.3 for water, we wouldn't want to confuse all the fish using Octane.
How many refractive substances have many, perhaps most users literally spent dozens if not hundreds of hours physically immersed in, while directly interacting with objects on both sides of the refractive surface? I can think of two.
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boxfx
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frankmci wrote:
boxfx wrote:So we can have 1.3 for water..... or 1.5 for virtually all other substances humans interact with on a daily basis. Sure, lets go with 1.3 for water, we wouldn't want to confuse all the fish using Octane.
How many refractive substances have many, perhaps most users literally spent dozens if not hundreds of hours physically immersed in, while directly interacting with objects on both sides of the refractive surface? I can think of two.
You realise IOR doesnt just affect transparent materials right? If I make a wood material, I have to set the ior to ~1.5 or I wont get the right level of reflectivity. Plastic 1.5, metal 1.5, cloth 1.5, paper 1.5, paint 1.5. How about we set it to the value needed 99% of the time instead of 1% of the time?

Heck, even if you are making a transparent material it is far more likely you're making a glass window, a drinking glass or solid plastic object than you are making water. And even if you are making water.... its probably in a glass or plastic container anyway so youd hardly notice if it was 1.3
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bepeg4d
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Hi guys,
interesting discussion, but useless here in c4doctane section, it should be asked in a Standalone/SDK discussion, plugins cannot change default settings.
You could try here:
viewtopic.php?f=9&t=37045&start=530

Anyway, have a look at this video by Raphael Rau, on how to setup your preferred default Octane materials via C4D Assets browser:
https://youtu.be/2Y5xmfcsqu0

ciao,
Beppe
boxfx
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bepeg4d wrote:Hi guys,
interesting discussion, but useless here in c4doctane section, it should be asked in a Standalone/SDK discussion, plugins cannot change default settings.
The c4d octane plugin doesn't define the default values of the c4d octane plugin?... Are we on the same page here? We're talking about when you make a new octane material in c4d.

If default values are set at an sdk level, then why does every apps implementation of octane start with different default values?
C4D octane defaults to direct lighting with 128 samples
Blender octane defaults to path tracing with 500 samples
Maya octane defaults to direct lighting with 5000 samples
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bepeg4d
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Hi,
did you watch the video I have shared?

Do you know about an octane plugin that sets the IOR at 1.5 by default?

Kernel settings are completely a different story.

ciao,
Beppe
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