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  • #16
    Thank you Will try them out later.

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    • #17
      Originally posted by joconnell View Post
      Same as all the tables for scanned metals, it'd only be as accurate as the sample object that people measured. Glossiness is driven by how rough or how polished a surface is so you can get a tonne of variation depending on how the object was used. Say for example I look at my keyboard in front of me, some of the keys still have a little bit of bump to them but the spacebar is totally smoothed off from all the use it gets - both are still made from the exact same type of plastic but they'd have different tail values. It's where the observation part of it has to come in and where you'll have to use some reference. Say for example you wanted material settings for an old, worn gold object you've got a picture of and ask the forum - what's the correct values for gold, then I give you gold values that I've made from a really new, mirror finish gold object and say that they're correct. My gold settings are only correct for the object I've used as reference and probably won't get you the look your after and this is what happens with lots of tables.

      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.
      Yeah i completely understand that, though there should be like "generic" settings, which are more or less close to real world. I understand that material vary from one to another , though we all have libraries of materials which we start from, and tweak per reference right ? So that is what i want to know - where i can find what are the "generic" ggx tail foloff setting for "typical" chrome , iron , alluminium , glass , cermamic and etc.
      Available for remote work.
      My LinkedIn: https://www.linkedin.com/in/olegbudeanu/

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      • #18
        Sure. People have been asking for material libraries for ages, and even the likes of vray-materials.de is full of them - hopefully it's still popular enough that people start uploading ggx shaders.

        The only helpful thing I could think of is to have a reference photo and then use something like the chart in this image to get you in the ballpark - http://help.chaosgroup.com/vray/imag...ggx_render.jpg - Hat tip to Lele for making the effort on this one

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        • #19
          Dave_Wortley,Macker:

          great to heard that, i have no doubt to ask my company to upgrade my vray to 3.2 now
          Best regards,
          Jackie Teh
          --

          3ds Max 2023, V-Ray 7 Hotfix 1 [7.00.05 build 32953]
          AMD Ryzen 9 7950X 16-Core Processor@4.50 GHz | 64GB RAM | Nvidia RTX 4090
          Website: https://www.sporadicstudio.com
          Email: info@sporadicstudio.com
          YouTube: https://www.youtube.com/c/SporadicStudio

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          • #20
            Originally posted by Rens View Post
            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
            )
            thank you very much for the script
            Best regards,
            Jackie Teh
            --

            3ds Max 2023, V-Ray 7 Hotfix 1 [7.00.05 build 32953]
            AMD Ryzen 9 7950X 16-Core Processor@4.50 GHz | 64GB RAM | Nvidia RTX 4090
            Website: https://www.sporadicstudio.com
            Email: info@sporadicstudio.com
            YouTube: https://www.youtube.com/c/SporadicStudio

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            • #21
              Anyone got some nice examples of real-world projects rendered with GGX mats? I'm keen to see how they play out for general use particularly in every-day metals in arch scenes.
              Alex York
              Founder of Atelier York - Bespoke Architectural Visualisation
              www.atelieryork.co.uk

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              • #22
                It's pretty decent for cloth too, instead of having to struggle with falloff maps and weird curves on them to make them jive and not turn gray...

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                • #23
                  Originally posted by Deflaminis View Post
                  It's pretty decent for cloth too, instead of having to struggle with falloff maps and weird curves on them to make them jive and not turn gray...
                  Just dropping the tail falloff very low you mean?

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                  • #24
                    All of my material assets are using GGX now:

                    http://www.neilblevins.com/cg_tools/...ets_3dsmax.htm

                    Also here's a tutorial with some real world examples:

                    http://www.neilblevins.com/cg_education/ggx/ggx.htm

                    Although note all my examples are metal, since I've found GGX makes the most difference when used on metal. But its my standard now for all materials.

                    - Neil

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                    • #25
                      Thanks, Neil , i've been reading and re-reading your articles for several times each !
                      Available for remote work.
                      My LinkedIn: https://www.linkedin.com/in/olegbudeanu/

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                      • #26
                        Originally posted by soulburn3d View Post
                        All of my material assets are using GGX now:

                        http://www.neilblevins.com/cg_tools/...ets_3dsmax.htm

                        Also here's a tutorial with some real world examples:

                        http://www.neilblevins.com/cg_education/ggx/ggx.htm

                        Although note all my examples are metal, since I've found GGX makes the most difference when used on metal. But its my standard now for all materials.

                        - Neil
                        Thank you very much for your incredible guide example
                        Best regards,
                        Jackie Teh
                        --

                        3ds Max 2023, V-Ray 7 Hotfix 1 [7.00.05 build 32953]
                        AMD Ryzen 9 7950X 16-Core Processor@4.50 GHz | 64GB RAM | Nvidia RTX 4090
                        Website: https://www.sporadicstudio.com
                        Email: info@sporadicstudio.com
                        YouTube: https://www.youtube.com/c/SporadicStudio

                        Comment


                        • #27
                          Thanks, glad you've found it useful!

                          - Neil

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