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Vegetation with Vray RT

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  • Vegetation with Vray RT

    Hi Everyone,

    I am trying to make a realistic looking tree/plant leaf material that works in RT. I'm not sure to what extent the 2 sided material is supported with RT but from the tests I have done it seems that it doesn't really work at all for vegetation.

    To start with I have the leaf shader that pretty much everyone seems to be using since this forum thread.

    Its that Bertrand Benoit 2 sided material that seems to now be the standard. It works pretty well and is pretty realistic. For those who are not familiar - here is the shader tree.
    Click image for larger version  Name:	Matnode.jpg Views:	2 Size:	357.6 KB ID:	959401



    The problem is that this shader looks absolutely terrible when rendered in RT. It just doesn't work.

    To display the comparisions I have made a basic scene that has a physical camera, a series of flat planes with a similar leaf shader applied and a vray sun/sky backlighting the leaves (to get the nice translucency effect we all know and love). Using BF & BF in both cpu and gpu.

    PS... the leaves at the bottom of the image - you are viewing the top side of the leaf. The leaves at the top of the image you are viewing the back side of the leaf (with the sun shining through it to show off translucency).

    Apologies for the shitty renders I just wanted a small/quick scene that people can download easily and play with if they want. Scene is attached if you want to test for yourselves. Here are the results I got:

    Click image for larger version  Name:	Leaf tests.jpg Views:	1 Size:	634.3 KB ID:	959402


    As you can see from above shitty renders:

    1. It seems as though using a map in the translucency slot of a 2 sided material doesn't work in RT and seems to break the glossy reflections on the top sides of the leaves. And also breaks the shadows created by the leaves. And the level of translucency is way too low in the RT render.

    2. If you remove the translucency map from the shader and just adjust the overall translucency value to a mid grey, you get an ok result in RT... BUT.... the level of translucency in the leaves is way too low. And the entire leaf is just 1 level of translucency ... ie the little veins which aren't translucent in real leaves show up as translucent which is not accurate.

    3. So in order to achieve a stronger level of translucency I set the value to 255 (full white) but this just seemed to break the shader as well (in both RT and CPU). Though it did make the leaves a tiny bit more translucent.

    4. When I just applied the front side of the 2 sided material to the leaves (ie just a standard vray material with no transparency) the leaves are much darker in RT.

    5. In general, the colour of the leaves in RT are much darker (yeah i know RT is a completely different render engine etc etc but this is a pretty significant difference).


    All of the above means that basically every tree in our library looks dark and awful when rendered in RT. The only way to get a semi-decent result (that only works when a long way from camera) is to go into each leaf shader and remove the translucency map and brighten diffuse maps.


    So, please tell me there is a magic setting in the RT render settings that fixes this, otherwise we won't be able to use any of our library of trees and almost all of the commercially available trees would need a complete shader overhaul to make them useable in RT.

    Has anyone been able to make nice leaf shaders in RT? Any ideas? Any thoughts?



    Attached Files
    Last edited by jironomo; 06-07-2017, 11:08 PM.

  • #2
    Can I ask a dumb question ?

    I admire your attention to detail - but are you rendering exterior architectural visualisations, or are your renders close ups of leaves ?

    No offence, I'm often guilty myself in getting caught up in minutiae and yes, if you can solve the differences that are bugging you, great (if that is ever possible).

    I did a recent large-ish project using RT for the first time - it was an exterior with a tons of trees and tons of grass etc, and it looked great ! Yes there are slight differences, but the fact that my render times went down from a typical 25 minutes (when using only CPU) to now between just 3 - 6 minutes (CUDA RT), is well worth the slight differences in the render engines (to me *and* to my clients).
    Last edited by JezUK; 07-07-2017, 12:52 AM.
    Jez

    ------------------------------------
    3DS Max 2023.3.4 | V-Ray 6.10.08 | Phoenix FD 4.40.00 | PD Player 64 1.0.7.32 | Forest Pack Pro 8.2.2 | RailClone 6.1.3
    Windows 11 Pro 22H2 | NVidia Drivers 535.98 (Game Drivers)

    Asus X299 Sage (Bios 4001), i9-7980xe, 128Gb, 1TB m.2 OS, 2 x NVidia RTX 3090 FE
    ---- Updated 06/09/23 -------

    Comment


    • #3
      Hi jironomo,

      It's tricky at the moment to build universal leaf shader with RT and also Adv for that matter. Where it often fails is while there is bump applied to both sides of the leaf.

      But it is possible to get good results if you don't use bump for both sides, or if you rely on refraction more than on translucency ( https://www.instagram.com/p/BVU-V9yh...by=dabarti_cgi )

      Can you show your settings for the front material ? With bitmap settings etc. In fact other than the first image that looks like a bug, the rest should look pretty much the same.

      Best,
      @wyszolmirski | Dabarti | FB | BE

      Comment


      • #4
        Hey guys, thanks for the replies!

        JezUK - we do a bit of everything (archviz and product stuff) and we often use trees/plants very close to the camera.... often out of focus but sometimes not. Unfortunately this just bugs me too much to leave it alone.

        wysyolmirski - did you use a 2 sided material with translucency map to render the instagram leaf if RT?

        Here is a screenshot of the shader tree. Absolutely nothing special going on here - basic 2 sided material with a black and white translucency bitmap for the veins in the leaf. Front material has diffuse bitmap, reflection bitmap and a simple opacity bitmap.
        Backside material is even simpler - diffuse bitmap and opacity bitmap. Scene file is only 1.6mb if anyone want to download and check out the shaders for themsleves....

        Click image for larger version

Name:	SHADER TREE reflect bitmap.jpg
Views:	576
Size:	461.0 KB
ID:	959434

        And I agree wysyolmirsk - first image looks like a bug and all the rest work as expected. So if someone at chaos could have a look into it that would be awesome!

        To me it looks as though the translucency map that is used in the 2 sided material for the leaf veins is somehow being inverted and used as a reflectivity map???

        Here is the translucency map. But I have tried about 3-4 completely different leaf shaders and they all have the same problem.


        Click image for larger version

Name:	MT_leaf_64F_translucency.jpg
Views:	523
Size:	87.8 KB
ID:	959435

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        • #5
          There might be something wrong with gamma settings in your 3ds Max maybe ?

          There is huge difference in the way simple bitmap renders in CPU and RT in your case. I'm not seeing this on my end, but I always use VRayHDRI bitmap loader (with gamma 0.454545 for 8-bit maps).

          I used translucency here - https://www.artstation.com/artwork/DWW3y , but on Instagram I experimented with different kind of shading, that uses 2 sided but with minimal translucency to avoid bump artifacts.

          Best,
          @wyszolmirski | Dabarti | FB | BE

          Comment


          • #6
            Just checking all my settings now and will load bitmaps with Vray HDRI. So in your vray hdri you have the inverse gamma set to 0.454545?

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            • #7
              Just checked max gamma settings and everything seems in order - gamma & LUT correction is 'enabled', bitmap files input gamma is 2.2 and bitmap files output gamma is 2.2. This is what they should be right?

              Also just made the same shader but loaded all bitmaps through vray Hdri (with .45454 inverse gamma) and this definitely has made the colours appear more similar when rendered in cpu and RT (though still a little bit different).

              But still getting weird translucency map bug...

              Don't suppose anyone could download my scene and test if they get the same results I do? Could help eliminate whether its a bug with vray or a bug in my max setup or something else...

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              • #8
                We'll look into it.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

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                • #9
                  Any progress/update on this Vlado? I've been doing some further tests of my own and am very interested to see if you guys are experiencing the same results...

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