Hello.
I'm a newbye as you will see after reading my question.
Why do I get this pink result if I applied a shader of an ocean example?.
I did the drag and drop to my scene from the content library and got a pink render of the ocean and after that I created a common plane and applied the ocean shader but I'm still getting the same result.
In my capture I can see the oceanShader1 with a red line in the perimeter of the node and before i got the message "// Warning: [mtoa] [translator polymesh] Shading Group oceanShader1SG has no surface Shader input" . I made some search and it seems that I need something to insert in the oceanShader1SG's Volume Shader Input. Am I right?. I don't know what happens here.
Please help me.
Thanks in advance.
I'm sorry but I'm not sure to understand you: do you mean that I should forget the Oceanshader and compose from the beginning an "ocean" following the steps of the tutorial in the documentation using displacement maps applied to an aistandardsurface, etc?
Thank you very much.
Use the Standard Surface shader as you please. The tutorial is general advice. Which ocean scene are you using?
The ocean shader one, as I selected in the content browser window. I was testing and at the same time, trying to work for a project I have to do. Learning and working at the same time.
Thank you very much for your incredible help Lee. 🙂
P.S.: By the way, I have to prepare the results of some of the tests I asked you yesterday regarding to the rust effect...Hum, I'm not still very satisfied because the results achieved don't beat or equal the results obtained with 3DSMAX&Corona. But this is another thread...
Yes, the ocean shader is not supported in that scene. Maybe the ocean example from the Bifrost folder would work better or use the displacement map from the ocean tutorial (use the scene file there too).
Aha. This issue (the one of the sea) was solved. The .exr file is a very powerful file, with an amazing richness of detail. I was so happy with a shader for oceans which allow an automatic configuration...What a pity.
Now the problem is located in the visualisation of the interior from the exterior and through the windows...How should I proceed in order to achieve a better illumination of this interior from the exterior?.
Should I add some kind of light or increase some kind of bounces through some tweak of any parameter?.
If I try to look into the house, it's like an opaque (I say that because I unchecked the option) cristal.
What can I do?.
Thanks a lot Lee for all your help.
Best regards.
Can you post the interior into a separate question and I will answer it there?
@Jorari71 Jorari71 try unchecking the opaque option in attribute editor and if it still doesn't solve the issue. Try placing a point light in the interior and remember to not put the intensity value high because you would want the interior to lit up just a bit. (put the value of intensity as you like but don't push it further k?!)
It also looks like you have some roughness on the glass. Set it to 0 and you should be able to see inside better.
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