Would you mind sharing your MB file. When I import the OBJ into Maya and then add other mesh objects to test and re-export out the shading naming gets a little messed up and so the OCS file does not load your setting automatically if i call the exported mesh the same name etc. I am not sure if my scale is messing things up also. I checked your size in the preview image you attached and mine seems to be similar but I just get totally black when i reimport my obj even though I have not changed anything except adding two mesh objects with new shaders.
Thanks
Using medium nodes
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- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
thanks for sharing this!MattRM wrote:Humm, yes, this is strange, but new link here :
Matthieu
i meanwhile googled for "frustrum box" and already got it (pat myself on the back)

... combined with kubos sinrays method: btw, seems to be the first time, that fireflys did add a little realism

„The obvious is that which is never seen until someone expresses it simply ‟
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test releases such as 2.56 are in the release candidates forum...RK-art wrote:Stupid question:
Where is release 2.55 or 2.56 ?
I only have 2.52 and cannot find any newer version here .
Ok, got it. There' a new subforum for them.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Hi all,
Nice test ! If you want, this material and a little note are include in the Live_DB. You can connect a turbulent texture in scattering for non-homogenus participating media (already inside the material).
Enjoy,
Matt
PS : With direct lighting, you will have faster result and shadows drop in the volume but volumetric is more burn, and you lose the quite the physic volume appearance. You can use a special setup in direct lighting just to compute the fog.
Nice test ! If you want, this material and a little note are include in the Live_DB. You can connect a turbulent texture in scattering for non-homogenus participating media (already inside the material).
Enjoy,
Matt
PS : With direct lighting, you will have faster result and shadows drop in the volume but volumetric is more burn, and you lose the quite the physic volume appearance. You can use a special setup in direct lighting just to compute the fog.
Hi all,
I am still on the demo version and I have to say I still miss a few things, like the ability to set an IOR for the reflection on glossy materials, 0 seems to reflect in every direction, but it seems I can't set any value from 8 to infinity. Having a specular value of 0 still gives me reflections, how is this ? A specular material doesn't have a second index for the reflection, and the roughness seems to be whats called glossiness or bluriness in other engines, but acts a bit weird, I understand values aren't linear, but when droping a texture in the slot I don't seem to get it right, and the invert checkbox acts a bit strange.
That said, I was reading this post and tried from it to get a wax material.

It is a start but I am not quite satisfied with the result, I would like to have a crisper reflection as on a fresh clean candle for instance. Here it looks more like those candies you eat while waiting ages with other render engines
Anyway, to get it look less like glass I had to increase a lot the roughness ( 0.245 here ) which kind of blurred reflections a lot as well. Is there any way to separate roughness on reflection and refraction ? Maybe a little node trick, plug a shader into the reflection slot or something.
I am still on the demo version and I have to say I still miss a few things, like the ability to set an IOR for the reflection on glossy materials, 0 seems to reflect in every direction, but it seems I can't set any value from 8 to infinity. Having a specular value of 0 still gives me reflections, how is this ? A specular material doesn't have a second index for the reflection, and the roughness seems to be whats called glossiness or bluriness in other engines, but acts a bit weird, I understand values aren't linear, but when droping a texture in the slot I don't seem to get it right, and the invert checkbox acts a bit strange.
That said, I was reading this post and tried from it to get a wax material.

It is a start but I am not quite satisfied with the result, I would like to have a crisper reflection as on a fresh clean candle for instance. Here it looks more like those candies you eat while waiting ages with other render engines

Anyway, to get it look less like glass I had to increase a lot the roughness ( 0.245 here ) which kind of blurred reflections a lot as well. Is there any way to separate roughness on reflection and refraction ? Maybe a little node trick, plug a shader into the reflection slot or something.
To get a crisp reflection, set the roughness to 1.0. This input is very non-linear, if you attach an image texture you will get better results if you increase the gamma value.
To reduce the brightness of the reflection you use the index or the specular inputs. These allow you to set the glossy reflectance using either directly with a reflection value (use the specular input and set index to 0.0) or with an IOR value (use the index input and set specular to 1.0).
For the specular input 1.0 means full glossy reflection, and 0.0 means no glossy reflection.
For the index input 1.0 means there is no glossy reflection. Moving away from 1.0 in either direction will result in more glossy reflection. 0.0 means full glossy reflection.
--
Roeland
To reduce the brightness of the reflection you use the index or the specular inputs. These allow you to set the glossy reflectance using either directly with a reflection value (use the specular input and set index to 0.0) or with an IOR value (use the index input and set specular to 1.0).
For the specular input 1.0 means full glossy reflection, and 0.0 means no glossy reflection.
For the index input 1.0 means there is no glossy reflection. Moving away from 1.0 in either direction will result in more glossy reflection. 0.0 means full glossy reflection.
--
Roeland