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  • Shader related improvements

    Almost all V-Ray materials and textures have Qt UIs now, which means faster UI drawing for smoother experience.

    VRayMtl: Implement energy compensation for the GTR BRDF

    Quote from Vlado's public post on the topic:
    "A long-standing problem with the VRayMtl material has been a certain darkening of the reflections for very low glossiness values; for some time we've been working to compensate this energy loss so that rough materials gracefully transition to a diffuse reflection distribution without becoming darker. This is done by approximating multiple reflection bounces of light between the microfacets of the material. The end result is a much more realistic appearance of rough metals and other reflective surfaces."
    Mind that it will be on by default for new materials, but for existing ones it's off to keep the consistency. You need to switch the option manually in MaxScript if you want to test it on old scenes (.option_gtrEnergyCompensation).

    VRayMtl: Improved SSS translucency mode of VRayMtl

    New implementation of the SSS mode that is faster to render and deals with faceting of low-poly objects. Again - on by default for new materials, but off for existing to keep the consistency. You need to switch the option manually in VRayMtl / Basic parameters / Illumination

    VRayMtl: Add Thin Film rollout in VRayMtl

    New additional layer for the VRayMtl. Good for doing soap bubbles and oil spills.

    VRayTriplanarTex: "Use displaced surface" option in VRayTriplanarTex for diffuse

    Ability of the V-Ray triplanar texture to work better with displaced surfaces by choosing the projection based on the original undisplaced points. This allows much easier setup of materials that use triplanar mapping for displacement as well.


    And a lot more ..
    Last edited by matanov; 03-05-2022, 12:50 AM.
    If it was that easy, it would have already been done

    Peter Matanov
    Chaos

  • #2
    Really cool features. I was looking for Thin Film in new version and here it is
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    • #3
      Originally posted by Jiri.Matys View Post
      Really cool features. I was looking for Thin Film in new version and here it is
      Waiting for your tests results then
      If it was that easy, it would have already been done

      Peter Matanov
      Chaos

      Comment


      • #4
        Originally posted by matanov View Post
        You need to switch the option manually in MaxScript if you want to test it on old scenes (.option_gtrEnergyCompensation).
        Does this affect the entire scene, or selected object's materials or somesuch?
        James Burrell www.objektiv-j.com
        Visit my Patreon patreon.com/JamesBurrell

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        • #5
          Originally posted by Pixelcon View Post

          Does this affect the entire scene, or selected object's materials or somesuch?
          This is a property of VRayMtl, so you can change it for the materials you want.
          If it was that easy, it would have already been done

          Peter Matanov
          Chaos

          Comment


          • #6
            Originally posted by matanov View Post
            VRayMtl: Improved SSS translucency mode of VRayMtl

            New implementation of the SSS mode that is faster to render and deals with faceting of low-poly objects. Again - on by default for new materials, but off for existing to keep the consistency. You need to switch the option manually in VRayMtl / Basic parameters / Illumination
            Is Directional the old version and Uniform the new one?
            Not sure how to interpret this.

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            • #7
              Uniform is the new one.
              If it was that easy, it would have already been done

              Peter Matanov
              Chaos

              Comment


              • #8
                is there somewhere in the docs some images or references of the differences?
                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
                  I've uploaded here a contact sheet (zoom in 1:1, it's massive in size.) of one of the scenes we used to test, courtesy of Neal Biggs.
                  On average (meaning, +- 10%), in this scene, the new method (bottom row) took half the time as the old method.
                  The speed difference will be bigger the more lights are shining on the shader.
                  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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                  • #10
                    "VRayMtl: Add Thin Film rollout in VRayMtl" anyone managed to figure out what the settings should be for a Soap Bubble?

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                    • #11
                      Originally posted by anders View Post
                      "VRayMtl: Add Thin Film rollout in VRayMtl" anyone managed to figure out what the settings should be for a Soap Bubble?
                      Here you go - soap.zip
                      If it was that easy, it would have already been done

                      Peter Matanov
                      Chaos

                      Comment


                      • #12
                        anders

                        result, and 2 options, with and without thin-walled set on basically (bubble on the left is a VraySphere, bubble on the right is a Sphere with a very small shell modifier on)

                        I haven't had any luck getting maps to work with Thin Film Thickness however - no matter what value i set a VRayColor at (0, 1, 10, 100, 500, 1000) in any channel i get the same result as 0 nm thickness, maybe this is a bug matanov ?
                        i also tried with gradient ramps, output node etc. all the same.
                        Attached Files

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                        • #13
                          Originally posted by nicklas_byriel View Post
                          anders

                          result, and 2 options, with and without thin-walled set on basically (bubble on the left is a VraySphere, bubble on the right is a Sphere with a very small shell modifier on)

                          I haven't had any luck getting maps to work with Thin Film Thickness however - no matter what value i set a VRayColor at (0, 1, 10, 100, 500, 1000) in any channel i get the same result as 0 nm thickness, maybe this is a bug matanov ?
                          i also tried with gradient ramps, output node etc. all the same.
                          Seems as bug to me too. I started thread about it some time ago but still no good answer on this one. Thread here:

                          https://forums.chaos.com/forum/v-ray...-new-thin-film
                          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

                          Comment


                          • #14
                            Yes, the map is not working in this build. We'll release a new one soon.
                            If it was that easy, it would have already been done

                            Peter Matanov
                            Chaos

                            Comment


                            • #15
                              Originally posted by matanov View Post
                              Yes, the map is not working in this build. We'll release a new one soon.
                              Nice! Thanks for clearing that up, looking forward to play around with it with maps

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