yes i get the dialog but i tried both and i get the same results
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Hi Torgeir!
First off: Very nice idea doing this and giving it out to everybody. Although I´m the tweaker kind of guy and know the Vray shader quite well, they do come handy.
I finally had time to play with your materials. Some thoughts on it:
General: I think everything thats mappable in the original Vray Material should be mappable too. Every material should have a switch to toggle 2-sided on/off.
WAX: Im missing an option not to interpolate the translucency but fully trace it. Also, an "affect shadows" option like in your glass material would be nice. An option to adjust the falloff of the reflection color effect. Right now the effect of the reflection is quite limited.
Glass: Is the absorbtion strenght linked to the fog color? If so, I find the final effect currently achievable a bit limited. It should be possible to make the glass totally absorbing. An option for frosted glass/glossy reflections and an option to either interpolate or fully ray trace it would be great too.
Car Paint: I´m not sure if the fresenel reflection on the base coat is even necessary. I think the base coat is usually a very diffuse color coat with braod specular highlights. You might even get away with simple Phong or Blinn highlights without glossy raytraced reflections. A spinner for the glossynes of the cloearcoat might be a nice addition. Not every car is brand new.
A silver paint clear coat option might be worth a look too.
You might want to check out my version of the silver car paint material.
I´m using a standard blend shader, which is not really correct and results in a more difficult control of the highlights, but it renders much faster than your shellac shader approach and I found it to give equally realistic results for a car paint.
http://www.tidbit-images.com/vray_carpaint_new02.max
As I said. The drawback is that you´d need to use a higher mix value (eg of 60 or even 70) instead of 50 to get more pronounced clear coat fresnel reflections (without having to increase the IOR on the clear coat, which would simply look wrong if overexagerated!!!) but at the expense that one needs to exagerate the effect of the underlying color coat speculars
(which get of course dimmed by the clear coat layer) and that the diffuse reflections of the color coat need to be controlled by the color values of the noise map in the glossiness slot instead of a single spinner. You will surely get the hang of it quickly if you do one or two test renders. Please let me
know what you think of it in case you have the time to.
So in the end I think coding a simplified frontend to this shader will be a bit more demanding.
I found render times are almost half of what you normally expect from a shellac shader.
Light Shader: Cool. Nothing more to say about it.
Thanks again for contributing these great materials.
StefanStefan Kubicek
www.keyvis.at
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Stefan: Thanks a lot for the great input!!! I'll keep all this in mind when doing the next version.
The challenge is deciding what should be included in the interface, and what shouldn't. Less is often more, but I see that some more control (for instance mapping) would be useful.
I just have to figure out what makes it crash for some people first.Torgeir Holm | www.netronfilm.com
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I've got a bug for you EZG. Finally get to pay you back after all teh help you've given us. Upon startup, I'm suddenly getting:
Missing .DLLS:
Filename: Scripted Plugin Class: egzVrayWax SuperClass: 0xC00
1) I completely removed (to the best of my knowledge) your beta mats in the scripts folder.
2) I reinstalled/restarted- still getting that error.
3) I checked my .mats as I had saved one of the presets in my Max default library. It showed up that there's a missing material. I deleted this 'missing material'. Saved library. Restart. Error is now gone.
Looks like there is a problem with saving this as a preset material.
-jujubee :P
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Great
But the carpaint i´ve seen wasn´t as good as i hoped it could be (couldnt see the small dots, like in brazil for example),
and i am still missing an orange juice shader
But grate worke , while most of us have to do jobs to find a compromise for speed and quality. thees materials do this job very effectiv.
at last a convert to advanced Vray material to get the al the tweeks to your hands for higend materials would realy be grate
Thanks
Tom
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bubujee: I'll look into it. I'll try to reproduce it here and see if there is anything I can do to fix it.
tom: I've been thinking of a good way to do mica paint, and might have something added to the next version. The problem has been that all methods so far have been very slow, and I don't want thatTorgeir Holm | www.netronfilm.com
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Hey EG- just out of curiousity, would it be hard to do a clear plastic shader?
-juju
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jubu: you mean like plexiglass or plastic bottles? You can use the glass shader for that, just change the IOR:
Plastic 1.460
Plexiglas 1.50Torgeir Holm | www.netronfilm.com
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Sorry if my words are incorrectly stated. That method doesn't really give you the illusion of thickness though on an enclosed piece. It would just be nice to have something which gives you the illusion of a material having a certain width- kinda like the solidify modifier but strictly based strictly on the material- not creating extra polys. It would have to be something similar to the falloff map- but a much more dramatic transition from the material to something resembling empty space. This would definitely be much easier to use then to have to model something with actual depth.
All that being said, an easy neon material possible? Or is it as simple as wrapping a wrapper around a self-illuminated material...
-juju
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You are right, you will have to model correctly to get correct results. I most likely won't do a version for incorrectly modeled geometry, sorry
Can't you use the egzVrayLight material for the neon?Torgeir Holm | www.netronfilm.com
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That's completely understandable egz.
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