Originally posted by ^Lele^
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Tool to update old material libraries to v6 standards
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Nope, it is new math to render anisotropic highlights for GTR (or GGX, which is a special case thereof.)Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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Originally posted by ^Lele^ View PostNope, it is new math to render anisotropic highlights for GTR (or GGX, which is a special case thereof.)
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When a new shader is made, the BRDF is GTR/GGX, and anisotropy amount is higher than 0.0, then the new math is used.
Old shaders keep using the old math for anisotropic highlights.
It's been surreptitiously introduced in v5.2.
Improved anisotropy for the V-Ray material;Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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Originally posted by ^Lele^ View Postalong with Energy conservation
Also, can the script handle materials with different values for specular and reflection glossiness (yes, that was a thing back in the day, and some materials carried these over into our libraries, causing a warning when rendering).
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EDIT: nevermind, multiple bounce still darkens.
No ETA, nope.Last edited by ^Lele^; 30-11-2022, 05:01 AM.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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I can reproduce this, many thanks for the report, and very sorry for the inconvenience.
EDIT: it has nothing to do with the script, apparently.
Reset max, Save to a new file, reopen it, the material previews are gone.
Resetting the material editor doesn't help then.Last edited by ^Lele^; 04-12-2023, 04:43 AM.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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Originally posted by Vizioen View PostIt's a bug with 6.2 update.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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Yes, a huge bug!Bobby Parker
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