Octane Specular Material
Specular Shader
Node Import/Outputs
Specular materials have these parameters to adjust:
- Reflection: The Reflection value determines the glossiness of the mesh.
Transmission: The Transmission value gives the base color to the mesh.
Roughness: The roughness determines the amount of reflection that will be present. A low roughness value will create blurry reflections and a high value will produce a mirror like reflection.
Anisotropy: Controls the amount of anisotropy on the material.
Rotation: controls the rotation of the anisotropic reflections.
Spread: Controls the spread of the anisotropy.
Refraction Index: The Index represents the Index of Refraction of the material. Standard values of Index of Refraction (IOR) can be readily found via searching the internet. Glass typically has a value of 1.53 and water 1.33.
Film Width: This controls the thickness of a optical, thin film on the material. This is useful in creating rainbow or oil slick effects.
Film Index: This controls the Index of Refraction of the thin film.
Dispersion: The dispersion in OctaneRender™ is based on Cauchy's equation, which has two terms: A which is the index of refraction and B which is the dispersion coefficient. Increasing the value increases the amount of coloration and dispersion in the object and in caustics.
Medium: Absorption/Scattering Medium: Absorption Medium: Absorption means that the material slightly absorbs light while passing through. The color resulting from this absorption is dependent on the distance light travels through the material. With increased distance it will get darker, and if the absorption is colored it will get more saturated. Scattering Medium: Similar to the absorption medium but with the option to simulate subsuburface scattering.
Opacity: Opacity sets the transparency of the material. Set the data type to alphaimage(if the image has an alpha channel) or floatimage(for black/white images) to load an image to set the transparency (use the Invert checkbox if necessary to adjust whether black or white regions are considered transparent.
Bump " The Bump channel should be set to floatimage to load a bump map.
Bump Height: Sets the height of the bump map
Normal: The Normal channel should be set to the image data type to load a full color normal map.
Displacement: The displacement mapping allows the height of points on a surface to be adjusted based on an image value to give objects depth and detail. The displacement is a pin in the material nodes that needs to be connected to a displacement node. A displacement texture can be specified the in the displacement node, as well as the amount of displacement (in meters), the offset (in meters) and the level of detail (i.e., the maximum resolution of the resampled displacement map). Image textures are supported and of RGBA images the red channel is used as height map.
Round Edges: Artists will have the ability to easily and efficiently round the sharp edges of geometric objects without modifying and reloading the geometry. The process is done during rendering by special shader algorithms that recalculate normals near the sharp edges and corners to make them appear smooth allowing for the tuning of edge sharpness in real-time throughout rendering.
Material Layer:
Lightwave Material: