Hello,
Megascans was finally released in public beta yesterday, there is some free stuff to test the service. It lets you choose the maps to donwload according to your workflow, offline or realtime rendering, specular or metalness, roughness or glossiness, very very convenient ! And you can download all map at the same time or only particular one, very useful.
But...
...the problem is here.
Raw renders from V-Ray, no post.
It seems that the lack of reflectivity dimming at low glossiness / high roughness is the main responsible, since it's the major difference between "PBR" shader and one from an offline renderer like V-Ray, even if it is based on Disney paper. ( see here for a little comparison )
But even Modo, which have a "Physically Based" shading model, fails. You can tweak the fresnel to correct the bad interpretation, it's better than V-Ray Mat but not quite there yet, and it's not the out-of-the-box solution that Quixel promises.
But at least we have the Unreal Material and it really shines with these textures, just drag-n-drop the maps, and you're ready to render !
Megascans was finally released in public beta yesterday, there is some free stuff to test the service. It lets you choose the maps to donwload according to your workflow, offline or realtime rendering, specular or metalness, roughness or glossiness, very very convenient ! And you can download all map at the same time or only particular one, very useful.
But...
PBR CALIBRATED
Surfaces come with real-world Albedo, Normal, Displacement, Translucency, Cavity/Specular, Roughness/Gloss, Metalness and AO, all calibrated to the standard Disney Principled BRDF.
Surfaces come with real-world Albedo, Normal, Displacement, Translucency, Cavity/Specular, Roughness/Gloss, Metalness and AO, all calibrated to the standard Disney Principled BRDF.
Raw renders from V-Ray, no post.
It seems that the lack of reflectivity dimming at low glossiness / high roughness is the main responsible, since it's the major difference between "PBR" shader and one from an offline renderer like V-Ray, even if it is based on Disney paper. ( see here for a little comparison )
But even Modo, which have a "Physically Based" shading model, fails. You can tweak the fresnel to correct the bad interpretation, it's better than V-Ray Mat but not quite there yet, and it's not the out-of-the-box solution that Quixel promises.
But at least we have the Unreal Material and it really shines with these textures, just drag-n-drop the maps, and you're ready to render !
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