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  • highliht color in standard material

    Hello Andrey,
    In 2.49 I was able to tweak "Specular color" RGB value which influenced on surfaces' highlights colorization independently from difuse and/or reflection (raymir) maps. That was very cool to me. The egzample is "the bronze like material" in this thread: viewtopic.php?f=12&t=102&start=10

    In 2.5 I can set RGB for all "Reflections" not Specular. Further on, in textures I can activate "Refl" which influences both, the reflection strength and colour at the same time. I don't know how to achieve the separation of these effects; I mean: I'd like to use one texture for controlling Refl. strength, second one for highlight color and the third one for reflection color.

    Could You clear these out to me, as I don't know if these features are just relocated and renamed or V2B2.5 has different approach.

    Thanks!

  • #2
    Re: highliht color in standard material

    One more thing:
    When I activate a texture in "Influence">"Reflection">Reflect
    it completely overrides "Parameters">"Reflections" RGB value - even if the texture's slider is set to "Reflect:0.000".
    Is that right?

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    • #3
      Re: highliht color in standard material

      In 2.4 there was only an ability to separately control reflection strength and reflection color (i was using BRDFBlinn<phong etc> and BRDFDiffuse in BRDFLayered). Now its one control (using BRDFVRayMtl). So you could rewrite some script UI and enable Compatibility mode. Or wait for a few weeks until I add some advanced controls.
      Btw, reflection color was the only which affects hilight color. Hilight maps are always b/w (even if you apply color one
      So basically I think one control is enough (and there are no more controls in BRDFVRayMtl .

      Is that right?
      Yes, but if texture blend factor is < 1.0 and blend mode is not None it will be blended over this (Reflection) color.
      V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
      andrei.izrantcev@chaos.com
      Support Request

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      • #4
        Re: highliht color in standard material

        thanks, I really started to believe they had to be separated after achieving that brushed/pseudo anizotrophic effect with bronze material. But it seems to be these textures' natural behaviour, not shading setup.

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        • #5
          Re: highliht color in standard material

          It will be smth like this =) Also showing some toon progress (not it git yet).
          V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
          andrei.izrantcev@chaos.com
          Support Request

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          • #6
            Re: highliht color in standard material

            Very interesting..
            It's going to be a major improvement.

            And the toon will be soon..

            Again lot to learn/test for me.

            Thanks very much!!!

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            • #7
              Re: highliht color in standard material

              That image looks great. But no rush. Take your time.

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              • #8
                Re: highliht color in standard material

                Looking good Andrey. Excited about toon!
                Cory
                Cory Petkovsek
                Corporate Video

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