Hi, someone told me that BRDF GGX suitable for metal only, is that true?
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ggx question
Best regards,
Jackie Teh
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3ds Max 2023, V-Ray 7 Hotfix 1 [7.00.05 build 32953]
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Nope, good for plastics, rubbers especially and it's my default for all materials these days.Maxscript made easy....
davewortley.wordpress.com
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Yeah I use it for almost everything too.Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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Worth saying that I adjust the GTR Tail Falloff on every material, you have more control but you now have two parameters to adjust for glossiness.Maxscript made easy....
davewortley.wordpress.com
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If you don't MaxScript, then have a look at my blog and learn how easy and powerful it can be.
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Even for a skin spec, tho this is in renderman RIS its the same GGX BDRF model
https://youtu.be/DKlbaU_uWpI?t=1m1s
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Originally posted by Dave_Wortley View PostWorth saying that I adjust the GTR Tail Falloff on every material, you have more control but you now have two parameters to adjust for glossiness.
I've spent literally hours toying with this.
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"whichever looks right"
Generally speaking, leaving the tail at it's default value seems to work the majority of the time for me - though not always.Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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I wonder if there is a "table" of physical correct values of tail faloff for corresponding materials ?Available for remote work.
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Pretty sure the VMC script does it.Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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Originally posted by Oleg_Budeanu View PostI wonder if there is a "table" of physical correct values of tail faloff for corresponding materials ?
With shiny objects a huge factor is the lights and environments around them too. Highlights and tail falloffs are going to be heavily influenced by how large the light sources that are shining on them are, so ideally if you're trying to get a certain look, it's really handy to know what was around the object, and if not try to make educated guesses about the lighting using things like reflections in the surface of really mirrored objects or the softness of shadows that objects are casting.
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Alternatively you could run these code lines, sets all VRay mats to GGX:
Code:for oMat in (getclassinstances vrayMtl) do ( oMat.brdf_type = 4 )
And you can set the tail falloff with this for all (!) VRay materials:
Code:-- set tail falloff here fTailFalloff = 2.0 for oMat in (getclassinstances vrayMtl) do ( oMat.gtr_gamma = fTailFalloff )
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