Started by N-drju, May 12, 2020, 02:30:53 PM
Quote from: Matt on May 13, 2020, 04:51:52 AMWhat mode are you using for "Lighting method in PT"? The subsurface scattering options should cause blurring, while "Hard surface approximation" will give you a sharp shadow. For bodies of water I would use "Subsurface scatter towards normal" - this should be the default for the Water Shader.
Quote from: Dune on May 13, 2020, 10:18:28 AMBtw, index of 1.65 is not normal for water, should be is 1.33. But you may have a reason (interstellar differences).
Quote from: N-drju on May 13, 2020, 11:55:32 AMQuote from: Dune on May 13, 2020, 10:18:28 AMBtw, index of 1.65 is not normal for water, should be is 1.33. But you may have a reason (interstellar differences).Oh... I just googled it and I didn't even know the refraction values are scientifically defined! Thank you. I changed it back.And no - I don't think extraterrestrial water would be any different.
Quote from: WAS on May 14, 2020, 03:01:13 AMTG index of refraction values do not match scientific values at all FYI. Waaaay off from scanned readings for many materials, most especially being reflective. It's more correct for dull materials. For example some rock minerals I looked up were around 1.12 which, actually does look "rock-like" when used for rock reflection. I think TG is like Unity/Unreal and other engines where they're approximations based on what works. FOr metal, in TG for example, IOR needs to be ridiculously high to match physical appearance, way off the charts for scientific readings. The water in the PT looks better depth wise imo but the shadows are bizarre. I like that cliff side color control. Nice slip zone.
Quote from: WAS on May 14, 2020, 03:01:13 AMTG index of refraction values do not match scientific values at all FYI. Waaaay off from scanned readings for many materials, most especially being reflective. It's more correct for dull materials. For example some rock minerals I looked up were around 1.12 which, actually does look "rock-like" when used for rock reflection. I think TG is like Unity/Unreal and other engines where they're approximations based on what works. FOr metal, in TG for example, IOR needs to be ridiculously high to match physical appearance, way off the charts for scientific readings.
Quote from: Matt on May 14, 2020, 12:08:42 PMYou are generalizing here. It's only metals that are "way off" because metals behave differently from dielectrics. Dielectrics (most materials) should correspond quite closely to IOR tables.