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  • ^Lele^
    replied
    In the version i have, apparently i can't set a shader's closs to lower than 0.98, otherwise under environment lighting it goes pitch black, diffuse included.

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  • vlado
    replied
    You should be able to do this with a bump map and no anisotropy without issues; you don't need vraycolor2bump, just make sure the bitmap blur is 0.01

    Best regards,
    Vlado

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  • ^Lele^
    replied
    Very nice, no you need the anisotropy rotation map.
    Btw, how do you drive anisotropy amount and direction, with an exact normal map?
    Last edited by ^Lele^; 16-07-2016, 01:50 AM.

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  • Mokiki
    replied
    Here you go. I attached a screenshot of the shader + render result and the used bump map. It is a rough setup but I think it should be okay.

    *edit* Oleg yup I tried that.
    Attached Files
    Last edited by Mokiki; 16-07-2016, 01:36 AM.

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  • Oleg_Budeanu
    replied
    Originally posted by ralphr View Post
    Hi Oleg,

    I am aware that you can achieve this with the anisotropy settings inside the vraymtl. But the render engines mentioned in this thread change the anisotropy based on the bump. So for example you use a bump map that mimics the circular brush pattern seen on metallic objects like the one I've shown, you get the "star pattern reflection" (don't know how else to call it) for "free". No additional anisotropy tweaking necessary.

    Obviously this has its downsides too but I am just curious if you could actually mimic that behavior inside of vray.
    Got it
    Never thought about making it that way actually. Have you tried Color2Bump also ?

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  • ^Lele^
    replied
    Originally posted by ralphr View Post
    Lele in regards to this is it possible in vray to get the anisotropic spread (probably using the wrong terminology) seen here on the circular metallic part in the attached image just via bump? I tried it a few times but never really manged to do this.
    Can i see the fStorm result and the shader build first?

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  • ^Lele^
    replied
    The link is to a contact sheet with two diffuse, domelight renders at 0.03 NT for both fStorm and V-Ray.
    Those are alternated by three film grain profiles (of those present in the default nuke grain node, the ones which show per-pixel sizes), desaturated.
    The second row of each shows a 2X zoom into the bottom central area, to better gauge noise profiles.

    I *can* tell a difference, and not a good one, in the fStorm render noise pattern, with the ugly horizontal streaking.
    What i do not see is a particular similarity with film grain by either.
    If you have a specific stock in mind, fine, but as you can tell, it's not quite the valid argument, as there are a zillion stocks, with a zillion grain profiles, most of which with grains bigger than a pixel, and quite specific clumping...

    https://drive.google.com/open?id=0B1...2ItMTVtcTdOdVk

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  • Mokiki
    replied
    Hi Oleg,

    I am aware that you can achieve this with the anisotropy settings inside the vraymtl. But the render engines mentioned in this thread change the anisotropy based on the bump. So for example you use a bump map that mimics the circular brush pattern seen on metallic objects like the one I've shown, you get the "star pattern reflection" (don't know how else to call it) for "free". No additional anisotropy tweaking necessary.

    Obviously this has its downsides too but I am just curious if you could actually mimic that behavior inside of vray.

    Leave a comment:


  • Oleg_Budeanu
    replied
    Originally posted by ralphr View Post
    Lele in regards to this is it possible in vray to get the anisotropic spread (probably using the wrong terminology) seen here on the circular metallic part in the attached image just via bump? I tried it a few times but never really manged to do this.
    There's an old evermotion tutorial about this : http://www.evermotion.org/tutorials/...1-5-final-sp-1
    Is this what you are after ?

    Leave a comment:


  • Mokiki
    replied
    Lele in regards to this is it possible in vray to get the anisotropic spread (probably using the wrong terminology) seen here on the circular metallic part in the attached image just via bump? I tried it a few times but never really manged to do this.
    Attached Files

    Leave a comment:


  • ^Lele^
    replied
    Originally posted by Moriah View Post
    @ Lele - one thing i noticed so far is that FStorm's noise looks very "photographic", it doesn't look CG, it's hard to explain, but let's say that at 0.03 noise threshold i could get away with it because it looks like film grain, while Vray's noise looks very CGish. I also saw some other archviz guys claiming the same, and that they would usually stop their renders sooner because of it. Also, real time glare it's a big plus, something that vray lacks right now. The Lens Effects thingy could use a complete overhaul (messy controls, too many parameters imo)
    This is great, thanks!
    I can surely do measurements, both qualitative and quantitative, on residual noise.

    Originally posted by Sbrusse
    One quick note for example : you can actually get away using any glossiness map with FStorm, if you change the bump, it actually acts as you had those little displacements in the texture that alter the glossiness of the texture and looks matte.

    I take it you mean using NO glossiness map?
    Have you tried the same thing with the color2Bump on a GGX shader in V-Ray?
    f.e.:

    Click image for larger version

Name:	bumped.jpg
Views:	1
Size:	519.0 KB
ID:	862639
    Last edited by ^Lele^; 15-07-2016, 11:49 PM.

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  • Oleg_Budeanu
    replied
    Originally posted by Sbrusse View Post
    FStorm is the first true alternative I found to Vray that is literally awesome and better than Vray for some crucial points that have been asked for a long time but never made it.
    Really would like to see explanation of those features, what we are missing here ?

    Leave a comment:


  • Donfarese
    replied
    Originally posted by mitviz View Post
    or maybe its that the glare option is on in fstorm which is enabled by default which is really nice if i may add but nice tests! i like F storm more though, seems more natural
    Actually I turned Fstorm Glare option off to make the tests more the same.

    Just to add, Redshift is also still using an older sky model not the new Hosek Sky model which it desperately needs.
    Last edited by Donfarese; 15-07-2016, 04:20 PM.

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  • mitviz
    replied
    or maybe its that the glare option is on in fstorm which is enabled by default which is really nice if i may add but nice tests! i like F storm more though, seems more natural

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  • Donfarese
    replied
    I think the only reason Fstorm look Softer is because it didn't clean up enough, if you look where the sunlight is hitting the cabinets where it cleaned up easier you can see it's just as sharp as Redshift. Fstorm does get odd lighting from it's Fstorm sun/sky, do cold, a lot of blue bounce. This was to show quality and speed.

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