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  • Material Handling

    OK so maybe it could use some improving for now, but who really cares? The files export out of Blender as text files and I'm used to text hacking scene files anyway however . . . .

    When it comes to the materials.vrsecene file, I can't find any reference on what parameters I can add. Here's a chunk of material.vrscene code.

    ////////////////////////////////////////

    //
    // Material: Saucer
    //
    BitmapBuffer BitmapBuffer_metal5_jpg {
    file= "..\textures\metal5.jpg";
    filter_type= 1;
    filter_blur= 1.000;
    gamma= 1.000000;
    }

    UVWGenChannel UVWGenChannel_metal5_jpg {
    uvw_channel= 1;
    uvw_transform= Transform(
    Matrix(
    Vector(1.0,0.0,0.0)*1,
    Vector(0.0,1.0,0.0)*1,
    Vector(0.0,0.0,1.0)
    ),
    Vector(0.0,0.0,0.0)
    );
    }

    TexBitmap TexBitmap_Tex {
    bitmap= BitmapBuffer_metal5_jpg;
    uvwgen= UVWGenChannel_metal5_jpg;
    nouvw_color= AColor(0,0,0,0);
    }

    BRDFBlinn BRDFGlossy_Material_Saucer {
    color= Color(1.000, 1.000, 1.000)*0.55;
    subdivs= 8;
    transparency= Color(1,1,1)*0.1;
    reflectionGlossiness= 10000000000; //meant to be a joke
    hilightGlossiness= 1;
    back_side= 1;
    trace_reflections= 1;
    trace_depth= 2;
    anisotropy= 0;
    cutoff= 0.010000;
    }

    BRDFDiffuse BRDFDiffuse_Material_Saucer {
    color= Color(1,1,1);
    color_tex= TexBitmap_Tex;
    color_tex_mult= 1.000;
    transparency= Color(0,0,0);
    }

    BRDFLayered BRDFLayered_Material_Saucer {
    brdfs= List(
    BRDFGlossy_Material_Saucer,
    BRDFDiffuse_Material_Saucer
    );
    }

    MtlSingleBRDF Material_Saucer {
    brdf= BRDFLayered_Material_Saucer;
    double_sided= 1;
    }

    /////////////////////

    Under the BRDFGlossy_Material section, I could add phong or blinn or whatever but does it work and if it doesn't what does? It seems Maya or Max to Vray is built all around the GUI but there's no reference to the specifics of text editing the files. I see Blender put out Glossy_Material but also Mirror_Material. I think users would be stunned and pleased once they got the hang of powerfully editing text instead of playing with sliders. Any reference would be helpful and I did Google the crap out of it and came up . . . . Empty.

  • #2
    Re: Material Handling

    I could add phong or blinn
    Its already done =) Just switch spec shader.

    I think users would be stunned and pleased once they got the hang of powerfully editing text instead of playing with sliders.
    The goal of V-Ray/Blender project is to create an integration to Blender not to edit vrscene file by hand.
    If you want so you can use plgparams.exe to view plugin list and to view param list:
    plgparams.exe -list
    or
    plgparams.exe <PluginName>
    V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
    andrei.izrantcev@chaos.com
    Support Request

    Comment


    • #3
      Re: Material Handling

      Originally posted by bdancer
      I could add phong or blinn
      Its already done =) Just switch spec shader.

      [quote:wjpqwrg6]I think users would be stunned and pleased once they got the hang of powerfully editing text instead of playing with sliders.
      The goal of V-Ray/Blender project is to create an integration to Blender not to edit vrscene file by hand.
      If you want so you can use plgparams.exe to view plugin list and to view param list:
      plgparams.exe -list
      or
      plgparams.exe <PluginName>[/quote:wjpqwrg6]

      People will always do what they can their own way. I gave up on Blender clunkiness years ago and was only still using it as a modeling program, important work of course, but only a small part of what it does. Blender's interface has never been popular. Blender also has the 16 material limit per object although I understand that is finally eliminated for 2.5. :O)

      That's changed now and am moving forward step by step. I found victorphellipe
      's material files here and they were helpful too as is the AEvrayMtlTemplate.mel file in the Maya/scripts folder.

      Thanks again.

      Comment

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