Is this actual support for PBR? The new 3.5 features list PHYSICALLY-BASED MATERIALS, but I'm thinking it's just marketing-speak?
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Physically Based Materials in 3.5? ?
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All V-Ray materials are physically-based.
The fact that someone decided to use the "PBR" abbreviation to mean something else, doesn't mean that all other materials everywhere suddenly cease to be physical.
Best regards,
VladoI only act like I know everything, Rogers.
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Originally posted by Dariusz Makowski (Dadal) View PostPriceless....Dmitry Vinnik
Silhouette Images Inc.
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Originally posted by vlado View PostAll V-Ray materials are physically-based.
The fact that someone decided to use the "PBR" abbreviation to mean something else, doesn't mean that all other materials everywhere suddenly cease to be physical.Lele
Trouble Stirrer in RnD @ Chaos
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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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Slightly related though. Are there any plans to allow straight metal/roughness maps from packages like substance designer/painter. Or would the inclusion of those maps screw with the vraymtl?
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In terms of roughness, there is a checkbox in the VRayMtl material in V-Ray 3.5 whether it should use roughness or glossiness.
I'm still contemplating the metalness. It's generally a non-physical parameter. Metals and non-metals behave very differently and a blend between them makes no sense. The original alSurface material got this right by having a switch from dielectric to metal mode, and we'll implement something similar into the VRayALSurface port at some point.
Best regards,
VladoI only act like I know everything, Rogers.
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Thanks for the info Vlado. Luckily substance designer and painter have tools available to convert metal roughness to spec gloss. This whole thing would just be a convenience issue I guess.
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