We added those procedural textures as built-in texture nodes…: You can choose how fine the voxel grid should be in the import settings: Due to different implementations of individual material layer closures, the Standard Surface material node in Octane can render slightly different to that in Arnold, but the behavior of inputs are matched as closely as possible. For more details, please refer to standard surface specification. The main difference between the two is the Layered mixture model specified by the Autodesk Standard Surface specification, where the layers of BSDF(s) are arranged differently to the Universal Material. Much like Octane’s Universal Material, the Standard Surface material is an uber surface shader with multiple layers of BSDF(s). Please note, that if you enable “Fake shadows” in specular materials, caustics will be disabled.įor Octane 2022.1, we have implemented a new Standard Surface Material node according to the Autodesk Standard Surface specification. Decreasing the “Photon count multiplier” also decreases GPU memory usage. If caustics don’t resolve fast enough, you can increase the multiplier or decrease the “Photon gather samples” input. If caustics resolve faster than the rest of the illumination you can decrease the “Photon count multiplier”. The “Photon gathering radius” should be adjusted so you can see the photons as blobs a few pixels across in the first samples (later samples use a smaller radius). In the photon tracing kernel you will find beside the usual path tracing options a group of photon related settings: The option is available in the Glossy, Metallic, Specular, Standard and Universal materials. Applying photon mapping to all surfaces would be too inefficient which is why you have to enable the option “Allow caustics” in those materials that should “cast” caustics, which usually makes sense for highly reflective or transmissive materials that have a low roughness.
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