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Rough Specular reduces specularity amount?
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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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ah! why didn't i think of plants!??!?!
Because i ain't the boss, that's why. ^^Lele
Trouble Stirrer in RnD @ Chaos
----------------------
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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Originally posted by joconnell View PostThat'll be great as a target to mimic using a standard vray material too so users have manual tweakability too!
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Not only that one, John.
I have a serious bug about using them for measuring and validation.
Not quite there yet, myself, but some small steps have been taken (will start a thread promptly in T&T), and while promising, they do show some of the limits of principling off measured BTFs (namely, the space-varying behaviour.).
Challenges, ideas, it's a splendid field right now, and for the foreseeable future...Lele
Trouble Stirrer in RnD @ Chaos
----------------------
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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Originally posted by joconnell View PostIt's not that the fresnel effect flattens out, it's more that you've less faces on the surface perpendicular to your viewing angle. What's happened is the rougness / microfacet equation that most people are using isn't good enough anymore. The shading doesn't fully model a rough surface, it just adds in some biases to try and cull out reflection rays that would have been masked by bumps in front of the surfaces facing towards camera. There's even some new shading models that are trying to add the lost brightness back into frosted surfaces - energy that bounces from a rough surface back into itself becomes a small amount of sss and should brighten up the surface too.Last edited by Richard7666; 22-08-2016, 04:34 AM.
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Yep!
In current shading models they consider when doing rough / microfacet surfaces they have an equation that just cuts out a portion of the light that gets trapped in the shadows of the rough surface whereas a lot of it would end up being directed into the surface itself and doing sss things! For something like chalk there's probably even a tiny amount of GI going on with light bouncing off the surface and then pinballing between some of the microfacets, giving it an almost glowy effect!
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Hey I added SSS to concrete pillars.
And they did show the movie in theatres... ^^Lele
Trouble Stirrer in RnD @ Chaos
----------------------
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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OMG these Vray scans looks fantastic!!. :O
I´m doing some visual test using Megascans free materials in order to compare the results using VrayMtl GGX, VrayMTL + Ben´s OSL, VrayalMtl GGX and Beckmann. Since Glossiness from megascans looks like it´s using a different glossi scale i tweak the map by eye to match results. Hope this can be useful to someone.
4K image: https://www.flickr.com/photos/adanmq...ream/lightbox/
Best.My Spanish tutorial channel: https://www.youtube.com/adanmq
Instagram: https://www.instagram.com/3dcollective/
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Can't seem to signup, without needing a license from either quixel suite or megascans, so how do I obtain the free ones.
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Originally posted by FSGFX View Postjust click on download... no sign in required...
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