Originally posted by jasonhuang1115
View Post
Announcement
Collapse
No announcement yet.
Rough Specular reduces specularity amount?
Collapse
X
-
Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
-
Originally posted by vlado View PostThanks! Yes, the VRayAlMtl material handles this better as the Fresnel is included in the BRDF calculations.
Best regards,
Vlado
Vlado, my understanding is that you are planning on incorporating per micro-facet Fresnel into the VrayMtl. Is this something that might be happening soon (i.e. nightlies)?
Comment
-
Originally posted by sharktacos View PostVlado, my understanding is that you are planning on incorporating per micro-facet Fresnel into the VrayMtl. Is this something that might be happening soon (i.e. nightlies)?
Best regards,
VladoI only act like I know everything, Rogers.
Comment
-
Originally posted by FLP View PostHaving now spent some time with the VrayALMtl shader it has left me very much impressed. For some time I have been wanting greater predictability when creating, specifically, dielectric materials which utilize glossy maps. For me, either correcting the native VrayMtl or fully implementing the ALsurface shader would be of highest importance.
Update: So I asked Anders why he did not include a tail falloff parameter in the ALsurface GGX/GTR. He said it was because you can't do anisotropy easily with GTR. But the VrayMtl already has anisotropy with GTR. So hopefully, with that hurdle already crossed, it won't be too hard for Vlado & Co. to incorporate microfacet Fresnel into the VrayMtl. Fingers crossed that "soon" comes soonLast edited by sharktacos; 06-10-2016, 07:40 PM.
Comment
-
I'm trying the new options of the Vray Mtl in the nightlies.
There is a radio button "Use glossiness/Use roughtness" which seem to simply invert the glossiness parameter.
And a checkbox "Glossy Fresnel" which seem to enable the rough spec functionality.
Am I right about that? Does the use gloss/rough option simply invert the gloss and nothing else?
Im asking this because it is somewhat inconsistent and may cause confusion.
The roughness parameter actually has nothing to do with that.
Why isn't it a checkbox called invert glossines or PBS gloss? Would be more clear (at least for me).
But why adding this at all?
We could just use a output map with invert opton enabled.
Since this is not typical for you, I think I've misunderstood somethingLast edited by Ihno; 08-11-2016, 02:44 AM.German guy, sorry for my English.
Comment
-
Originally posted by Ihno View PostDoes the use gloss/rough option simply invert the gloss and nothing else?
Why isn't it a checkbox called invert glossines or PBS gloss? Would be more clear (at least for me). But why adding this at all? We could just use a output map with invert opton enabled.
Best regards,
VladoI only act like I know everything, Rogers.
Comment
-
Originally posted by vlado View PostYes, you could. However if your entire scene is set up this way, filling it up with Output maps is probably an overkill (not to mention unnecessarily slow).
Comment
-
Originally posted by vlado View PostYes, that's all it does. I was wondering whether to rename it to a checkbox "invert glossiness", but then again many PBR shaders specifically talk about "roughness" and it's not immediately obvious that it is related to glossiness.
Anyway, I now know what it does. Thanks for clearing that up!
In my opinion moving that option down to options and the Glossy Fresnel up to the BRDF or the reflection would make more sense.
Im not using any engine which uses that fancy inverted glossiness.
Glossy Fresnel on the other hand is something I'll propably use alot.
But thats only my optinion lets see what the masters say.Last edited by Ihno; 08-11-2016, 08:40 AM.German guy, sorry for my English.
Comment
-
-
Originally posted by vlado View PostGlossy Fresnel is on by default now for new materials; after a while you won't have to change it, hopefully
Best regards,
Vlado
- is it a lower glossiness (or higher roughness) for surfaces viewed at grazing angles? ...yes or not?
- is it a dimmed reflection amount for surfaces viewed at grazing angles? ...yes or not?
...if the last one is correct, what about stronger reflection (driven by IOR values) for surfaces viewed at grazing angles?Alessandro
Comment
-
Does that mean other materials (for example SSS2) will have glossy Fresnel, or is it only on the VrayMtl?Last edited by sharktacos; 08-11-2016, 08:42 AM.
Comment
-
Originally posted by zeronove View Postsorry guys, but now I'm a bit lost about all this "glossy fresnel thing"
https://labs.chaosgroup.com/index.ph...lossy-fresnel/
Comment
Comment