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  • GGX Shader

    Hi, I recently read about the GGX shader:
    http://lesterbanks.com/2014/01/v-ray...linn-or-phong/

    Are there any plans to bundle this type of shader with V-Ray?
    It would be very interesting to have this type of shader built-in.
    Best Regards,
    Fredrik

  • #2
    YHeaaa its fantastic!

    Comment


    • #3
      Yes, we'll get to that...

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

      Comment


      • #4
        Funnily enough, after listening to GW's 2nd tutorial I did a search for this too. Looks fantastic! Vlado, do you think this will be implemented fairly early on for Vray 3 ?
        Regards

        Steve

        My Portfolio

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        • #5
          Yeeeiiiii , Iplement PLZ!

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          • #6
            Originally posted by stevesideas View Post
            Funnily enough, after listening to GW's 2nd tutorial I did a search for this too. Looks fantastic! Vlado, do you think this will be implemented fairly early on for Vray 3 ?
            Yes, it's toward the top of the list...

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

            Comment


            • #7
              That indeed is great news!

              I really, really appreciate the complexity of this, but it would be so useful to have this as an Brdf option in the VRayMtl shader (alongside Blinn, Phong, Ward) rather than a V-Ray plug-in, meaning complete support for all the usual suspects in the VRayMtl shader so that we won't end up with a "crippled" shader which does not support the same attributes found in the VRayMtl or a "hidden" shader with very hard-to-understand attributes.

              I don't know if this is at all achievable, but I figured I'd just throw it in there.

              I also must say, midst all these feature/enhancement requests, that you and your developers are doing such an unmatched feat with developing V-Ray and turning around user feedback into usable features. Keep up the amazing work you do!
              Best Regards,
              Fredrik

              Comment


              • #8
                Originally posted by Fredrik Averpil View Post
                I really, really appreciate the complexity of this, but it would be so useful to have this as an Brdf option in the VRayMtl shader (alongside Blinn, Phong, Ward) rather than a V-Ray plug-in
                Exactly what I'm planning to do, yes.

                Thank you for the kind words!

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

                Comment


                • #9
                  Wonderful!
                  Best Regards,
                  Fredrik

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                  • #10
                    I noticed that you can create a GGX shader with Maya/V-Ray 3 if you go through this route: create -> vray -> create from vray plugin -> BRDF material

                    So... may I ask why this isn't available in the regular VrayMtl node?
                    Last edited by Fredrik Averpil; 25-08-2014, 07:42 AM.
                    Best Regards,
                    Fredrik

                    Comment


                    • #11
                      Originally posted by Fredrik Averpil View Post
                      So... may I ask why this isn't available in the regular VrayMtl node?
                      It is, in the latest nightlies and the upcoming beta.

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

                      Comment


                      • #12
                        Oh, that's absolutely awesome!
                        Best Regards,
                        Fredrik

                        Comment


                        • #13
                          We're usually told that Ward = best for metals while basically everything else should be really blinn.

                          Is this GGX method a one size fits all?
                          Maya 2020/2022
                          Win 10x64
                          Vray 5

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                          • #14
                            I'm no expert in this area but I would say ggx works really well for metals and sometimes other highly reflective materials.

                            Some examples: http://www.shlyaev.com/rnd/37-cpp-category/54-ggx
                            Best Regards,
                            Fredrik

                            Comment


                            • #15
                              Originally posted by snivlem View Post
                              Is this GGX method a one size fits all?
                              It's a bit unlikely. It is good for metals, but you wouldn't use it for skin, for example.

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

                              Comment

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