9/1/2023 0 Comments Daz3d octaneIe something like 4 characters 4 animals lots of which are hd large polygon building scenes with large polygon plants ground buildings not to mention lights and a hdri (usually 4K but seldomly 12k about 99% 4K only skys iray rain snow and or fog. But if you do need to, it’s a juggling act between getting the right amount of scattering across all skin materials.I'm doing large scenes. Practically, you may not need to worry about this setting too much, for example if the object is distant or if the ears are covered. It is very much a case of trial and error, and an area I still need to work on. It very much depends on scale, lighting, position, kernel settings and so on. Sadly there is no one definitive setting that will work across all objects. -1.0 – light backscatters in the direction it came from.1.0 – more light continues to travel in the direction it was originally traveling.0 – light scattered the same amount in any direction.This controls the direction the light is scattered: Scattering is similar to absorption, but defines the speed at which light will be scattered when it passes through an object. The image shown here is from the colour picker within octane – a colour set to absorb blue will scatter as red. It took me a while to get my head round this, but essentially the effect is the scattered light will be the opposite of this colour (from a wavelength perspective). This setting defines which light is absorbed faster, in the case of the 3 rd node it’s a green/blue. The scattered light will be the opposite of the absorption colour.
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