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'Smart Specularity' per light

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  • 'Smart Specularity' per light

    As far as I can tell the VrayMtl will both reflect and specularize a light if a light offers both. Is that correct? This is physically incorrect and kind of a pain to compensate for. There should be logic in the VrayMtl when shading a light to check and see if the light has Visible to Reflections checked. If the light is visible to reflections then it should shade the specular/reflection based on the reflectivity. If the light does not have Reflectivity enabled it should then work down the conditional tree to see if it has specular otherwise properly reflect based on light and material. If it has specular but not reflections it should shade the specular/reflection function based on the specular properties of the light and material. If has neither reflections nor specular then it should obviously do neither. Conversely if you have a material like 3ds Max Standard it should simply shade based on the specular properties.

    I have lights which I want to be reflective on some materials but in non-raytraced materials still get at least some specularity. However if I enable both specular and reflectivity I get double-specularity and non-physical effects. Conversely sometimes I have lights with Vray Materials that don't offer reflectivity so I want the same Vray Material that is reflecting Vray Lights to also add specularity faked from legacy lights like native 3ds max omnis used for effect.

    Vray should intelligently use the 'highest quality' available specular source but only choose one.
    Gavin Greenwalt
    im.thatoneguy[at]gmail.com || Gavin[at]SFStudios.com
    Straightface Studios

  • #2
    as far as i know when vray uses specular and reflectivity together it *is* physically correct. i think disabling specular gives a non-correct result.

    im not sure if vray compensates for having one disabled by modifying the result of the other.

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    • #3
      Weird, you are correct. You have to have both reflection and specular shading to get the correct shading out of a vray light. It's only slightly too bright with both, it's too dark without specular.

      Left: Card Reflection
      Top: Light, Reflection Only
      Bottom: Light, Specular Only
      Right: Light, Reflection + Specular

      Click image for larger version

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      It changes with glossiness. As the glossiness increases the Specular Only becomes inaccurate. And as the glossiness decreases the Reflection only light diverges.

      Click image for larger version

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      Click image for larger version

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      Gavin Greenwalt
      im.thatoneguy[at]gmail.com || Gavin[at]SFStudios.com
      Straightface Studios

      Comment


      • #4
        I am not sure what you are trying to request here, but the behaviour you have shown is totally expected and absolutely normal with every renderer that uses Multiple Importance Sampling, Vray included.
        https://www.behance.net/Oliver_Kossatz

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