![]() ![]() This is done by setting all color sliders to 0 (H/S/V or R/G/B), and setting the Float slider to zero. When we’re making a Transmissive (glass or SSS), Emissive (light-emitting), or Metallic material with the RGB IOR type, the Albedo channel should be set to pure black so it doesn’t interfere with the look of the material. It’s mostly used for non-metallic, opaque materials like plastic, stone, wood, and the like, but it also sets the base color for metals when the IOR type is set to Artistic or Color+IOR. It’s similar to the Diffuse or Color channels in other apps and even other places in Octane. The Albedo channel controls the overall base color of the material. Albedo, Specular, Metallic, and Emission all murk this up a bunch, so it’s best to set them all to zero contribution and only add a little bit of the others if necessary. Transmission allows light to pass through the material (transmit). For the most part, we’ll want to turn the contribution of every other channel down to zero and focus on the light. ![]() While they can be mixed, it just complicates things and turns into more sliders to move around when tweaking the material.Įmission turns the material into a light source. Metallic overrides Specular, so in most cases, we’d want to decide which of these two channels we want to control the reflection and only use one of them. Specular and Metallic add reflective properties to a material. This typically isn’t found in nature, but it’s great for non-photoreal scenes. The Albedo, Specular, Metallic, Emission, and Transmission channels control the material’s basic properties.Īlbedo alone without any other contribution from the other basic channels makes a perfectly matte material. Special effects include things like thin film and opacity, and coatings go on top of the whole material to give it a shine or satin finish. Advanced channels affect the properties of the basic channels to refine the material - how shiny or rough is the plastic? What happens to light when it passes through a glass? Are we after a gold, bronze, or aluminum? Surface depth either affects the geometry (displacement) or fakes it (bump/normal). In this guide we’re going to further divide the channels into a few buckets: Basic, Advanced, Surface Depth, Special Effects, and Coating.īasic channels are the ones that determine the type of material - whether it’s a metal or a glass or a clay or something else. The Universal Material was introduced in 2018, and remains one of the most versatile ways to make nearly any type of material.Īll Octane materials are broken down into channels, and the Universal Material has quite a few of them. DownloadsĪ full writeup, download, and preview images of lots of Universal materials can be found here. This guide is also available in PDF format here. All of the images were re-rendered as well. Most of the information from 2.0 was still valid, but several things have been clarified and a little more attention was given to PBR texture maps and color spaces. This guide has been rewritten to account for new changes to Octane (mostly new BSDF/BRDF info, and the Abbe number for Dispersion), and more importantly new understanding of how it all works.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |