Help with first render with Octane
Posted: Thu Oct 27, 2011 12:31 pm
Hi everyone,
Just bought myself a gtx580 as I was desperate to try Octane Render, and so far I'm really impressed. I've only had it for about 2 days so I'm only
just on that first bit of the learning curve and I'm sure it's about to shoot up! I have a few questions that have arisen since playing with my first
scene in Octane, hopefully you guys can help me with this, I've searched through the forums and also watched all of the youtube tutorials to try
to find the answers, but I'm still not 100% on some things. Hopeully this will help improve my renders as well as my knowledge of Octane.
Firstly I have no idea how add a falloff to reflections. There's an IOR setting on the specular material, but no Index Of Reflection on the glossy material.
My understanding of physically based materials is that pretty much everything unless is metal or a mirror has some kind of falloff dependant on viewing
angle. How do I apply this to my materials? It seems to me that the wall at the back of my render is far too shiny on the almost perpendicular face.
I know I could turn the overal specularity down, but surely I should be able to keep this specularity at sharper angles?
Secondly, the lamp on the left... I used a specular material with a coloured absorbtion, lowered the transmission and made the refractions rougher to
simulate the SSS. I'm happy with this, but I had to lower the rayepsilon to as low as possible for it to not render with artifacts. This is no doubt due
to the fact that my lamp shade model is almost paper thin. Is there a better workflow for this? I guess I could just make the lamp shade thicker, but
in real life it would be very thin. What are the downsides of using such a low rayepsilon (the manual says to leave it as default).
My main concern is with the sharpness of the image. The attached image rendered really quickely, about 50 mins to complete the 16k samples, I know
I could bump this value up and the render would take longer, but I'm not convinced it will give me the sharpness I'm looking for. I've used a filter size
of 1.2 but the detail in the fabric is still very blurry. I guess I could just render at a massive resolution and then shrink the image back down, but surely
there's a way of getting the detail in there at the right resolution from the start?
This may be related to the last point, but how does anti-aliasing work in Octane? There are the sub sampling options above the node window, but these
seem to do nothing when I change between them.
Looking forward to your comments, feel free to criticise the image too, I'm not too fussed on the artistic aspect of it (but also comments welcome), it was
just a test scene thrown together to work out how to use Octane and how I might include it into my workflow for a typical job.
Mike
Just bought myself a gtx580 as I was desperate to try Octane Render, and so far I'm really impressed. I've only had it for about 2 days so I'm only
just on that first bit of the learning curve and I'm sure it's about to shoot up! I have a few questions that have arisen since playing with my first
scene in Octane, hopefully you guys can help me with this, I've searched through the forums and also watched all of the youtube tutorials to try
to find the answers, but I'm still not 100% on some things. Hopeully this will help improve my renders as well as my knowledge of Octane.
Firstly I have no idea how add a falloff to reflections. There's an IOR setting on the specular material, but no Index Of Reflection on the glossy material.
My understanding of physically based materials is that pretty much everything unless is metal or a mirror has some kind of falloff dependant on viewing
angle. How do I apply this to my materials? It seems to me that the wall at the back of my render is far too shiny on the almost perpendicular face.
I know I could turn the overal specularity down, but surely I should be able to keep this specularity at sharper angles?
Secondly, the lamp on the left... I used a specular material with a coloured absorbtion, lowered the transmission and made the refractions rougher to
simulate the SSS. I'm happy with this, but I had to lower the rayepsilon to as low as possible for it to not render with artifacts. This is no doubt due
to the fact that my lamp shade model is almost paper thin. Is there a better workflow for this? I guess I could just make the lamp shade thicker, but
in real life it would be very thin. What are the downsides of using such a low rayepsilon (the manual says to leave it as default).
My main concern is with the sharpness of the image. The attached image rendered really quickely, about 50 mins to complete the 16k samples, I know
I could bump this value up and the render would take longer, but I'm not convinced it will give me the sharpness I'm looking for. I've used a filter size
of 1.2 but the detail in the fabric is still very blurry. I guess I could just render at a massive resolution and then shrink the image back down, but surely
there's a way of getting the detail in there at the right resolution from the start?
This may be related to the last point, but how does anti-aliasing work in Octane? There are the sub sampling options above the node window, but these
seem to do nothing when I change between them.
Looking forward to your comments, feel free to criticise the image too, I'm not too fussed on the artistic aspect of it (but also comments welcome), it was
just a test scene thrown together to work out how to use Octane and how I might include it into my workflow for a typical job.
Mike