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  • Megascans Test

    Hey guys,
    I did this render of a 1967 Dodge Coronet 440 to test the Megascans workflow using Quixel Mixer. The asphalt and sidewalk was put together using 12 different Megascans textures. Exporint the resulting 8K texture was quite slow, it took around 30 minutes. Lighting is done by two disc lights. One simulating a red traffic light, and a blue one for some kind of neon sign in the distance. Rendered with Next Update 1. Please make sure to watch in high-res!

    Click image for larger version  Name:	Dodge_Coronet_440_Megascans_v01.jpg Views:	1 Size:	1.61 MB ID:	1022450
    Click image for larger version  Name:	Dodge_Coronet_440_close_v03.jpg Views:	1 Size:	122.5 KB ID:	1022447
    Click image for larger version  Name:	Dodge_Coronet_440_close_v01.jpg Views:	1 Size:	410.1 KB ID:	1022448
    Click image for larger version  Name:	Dodge_Coronet_440_close_v02.jpg Views:	1 Size:	233.5 KB ID:	1022449
    Click image for larger version  Name:	Dodge_Coronet_440_Megascans_v01_normal.jpg Views:	1 Size:	2.63 MB ID:	1022451
    https://www.behance.net/Oliver_Kossatz

  • #2
    Wow, not a single reply. Thats a bummer! Is it good, is it bad, I don't know!
    https://www.behance.net/Oliver_Kossatz

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    • #3
      Looks cool! Did you adjust the textures in vray in some way or is it straight from mixer? And second thing - in this scene its not big deal, but in some other scene, how you deal with repetition from mixer?
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      • #4
        I didn't make any changes to the texture in V-Ray. I exported the material from Mixer to the Megascans bridge, and from there with the export plugins to V-Ray. Only thing you have to do is apply a VrayDisplacementMod. I tested mixes on surfaces of about 20x20m. By mixing together 3 or 4 different asphalt textures, you can easily avoid tiling.
        https://www.behance.net/Oliver_Kossatz

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        • #5
          They look superb! Love the car too, feel free to do more tests with that
          PGDesigns.co.uk

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          • #6
            Originally posted by kosso_olli View Post
            Wow, not a single reply. Thats a bummer! Is it good, is it bad, I don't know!
            Imo, there is one feature scale (maybe two?) missing in the maps for the high-res render.
            The size of the smallest detail in the normal map is too low and leads to a smoothed out concrete, whereas there would be visible structure to the rocks and bitumen.
            Perhaps a procedural noise to allow for that kind of detail would help?
            Last edited by ^Lele^; 11-01-2019, 09:01 AM.
            Lele
            Trouble Stirrer in RnD @ Chaos
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            emanuele.lecchi@chaos.com

            Disclaimer:
            The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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            • #7
              If I was going to be super nit-picky, id say that maybe the diffuse / albedo has some filtering on it which it taking a away a bit of the vivid roughness of asphalt. But otherwise I think it looks amazing. Especially the watery areas, really awesome.
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              • #8
                Originally posted by kosso_olli View Post
                I didn't make any changes to the texture in V-Ray. I exported the material from Mixer to the Megascans bridge, and from there with the export plugins to V-Ray. Only thing you have to do is apply a VrayDisplacementMod. I tested mixes on surfaces of about 20x20m. By mixing together 3 or 4 different asphalt textures, you can easily avoid tiling.
                But with 20m texture, it doesnt have the detail in 8K, right?
                AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
                ---------------------------
                2D | 3D | web | video
                jiri.matys@gmail.com
                ---------------------------
                https://gumroad.com/jirimatys
                https://www.artstation.com/jiri_matys
                https://www.youtube.com/channel/UCAv...Rq9X_wxwPX-0tg
                https://www.instagram.com/jiri.matys_cgi/
                https://www.behance.net/Jiri_Matys
                https://cz.linkedin.com/in/jiří-matys-195a41a0

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                • #9
                  No its the total texture, so a 2x2m original 8k would be tiled and the total would be exported down to 8k.

                  Nice image.

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                  • #10
                    Thanks for the comments!
                    The maximum export resolution is 8k. The area I created for the asphalt is 3x10m, meaning it is 3 meters wide from the left to the right side of the image. The render itself is 5k and we can see possibly 1,5m of the asphalt surface. So basically I am much closer to the texture then I am supposed to be. For that kind of closeup I think it holds up quite well.
                    I found out that the exporter script does some dodgy things to the filter settings. They could certainly be improved by setting them to elliptical. I also agree that detail could be further improved by adding come procedural layers as Lele suggested. But as I said, it is very close...
                    Last edited by kosso_olli; 12-01-2019, 04:14 PM.
                    https://www.behance.net/Oliver_Kossatz

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