Announcement

Collapse
No announcement yet.

Reflection Glossiness Weirdness

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Reflection Glossiness Weirdness

    Hi guys!

    I just tried the different BRDFs implemented in the V-Ray Material in MODO.
    I expected to see a difference, but is this supposed to look like this?

    All cylinders have the same glossiness of 0.8. BRDFs from left to right are: Phong, Blinn, Ward, VRay, GGX

    Click image for larger version

Name:	0.8.png
Views:	1
Size:	185.4 KB
ID:	880824

    Here's a glossiness of 0.95. The left cylinders are almost perfectly glossy, while especially the one with the VRay BRDF is still very rough.

    Click image for larger version

Name:	0.95.png
Views:	1
Size:	203.7 KB
ID:	880825

    To get a glossy result with VRay or GGX you're basically in the range of 0.98 - 1.0 which is kind of crazy if you're thinking of the range of a usual glossiness texture, or am I doing / understanding something wrong?
    I had no chance to test the same with V-Ray for Softimage, but I'd expect a glossiness of 0.5 to look "half glossy" and 1.0 to be completely diffuse.

    Cheers
    Steffen

  • #2
    That looks pretty accurate. I remember reading somewhere that the vray brdf was experimental and needed to be removed.

    The blinn and phong are acting as you would expect, while the ward is usually used for metal materials (but still correct).

    This gives a pretty decent explanation of ggx http://www.shlyaev.com/rnd/37-cpp-category/54-ggx

    Comment


    • #3
      Thanks!

      Over all I was wondering about the value range vs. the visual results I'm getting. Doesn't feel very artist friendly at the moment, especially for the Ward and GGX BRDFs. The "usable" range of values for these BRDFs lies somewhere between 0.5 - 1.0. Everything below 0.4 looks basically completely diffuse. Other renderers I'm using (Arnold, MODO, Redshift) give me "half glossy" at 0.5, while GGX at 0.5 produces the result I'd normally expect at 0.1.

      This e.g. is MODO renderer at 50% roughness (=0.5 glossiness):
      Click image for larger version

Name:	0.5_Modo.png
Views:	1
Size:	260.7 KB
ID:	854339

      This is V-Ray, all possible BRDFs at 0.5 glossiness, which is pretty rough already:
      Click image for larger version

Name:	VRay_0.5.png
Views:	1
Size:	181.2 KB
ID:	854340

      In document you linked, just take a look at these images:

      Click image for larger version

Name:	anisotropic_ggx_sphere_half.jpg
Views:	1
Size:	161.3 KB
ID:	854335

      Click image for larger version

Name:	ggx_vs_blinn.jpg
Views:	1
Size:	87.9 KB
ID:	854336

      I posted an image with 0.95 as glossiness value and it's nowhere near the glossiness in these "official" images. Apart from that, the Blinn BRDF in my images reflects sharper at the same glossiness value than the GGX BRDF, while in the second official image it looks sharper than Blinn (which is more like what I expect as well).

      I also checked the vrscene coming from my MODO scene and the values sent to V-Ray are the same as in the GUI, so it's not some sort of "translation problem".

      To make a long post short: The results from the different BRDFs are perfectly OK, it's the value range that feels strange. I just wanted to know if that's "how it is" or if there's a problem under the hood.

      Cheers
      Steffen

      Comment


      • #4
        What you got in Modo is a first draft of the GGX BRDF. For subsequent builds, the glossiness is remapped differently to better match the other BRDF types.

        Ignore the V-Ray BRDF though, as mentioned above it is just an experiment.

        For your comment about other renderers, they artificially clamp the possible range of the BRDFs. Sometimes you do need to get rougher materials and a common complaint has been that in other renderers, this is not possible.

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

        Comment


        • #5
          OK, I can perfectly live with that. Thanks for the explanation. Remapping the input range sounds reasonable to get consistent results while switching BDRFs in V-Ray.

          Thanks
          Steffen

          Comment


          • #6
            The new GGX glossiness formula is now part of the V-Ray for MODO branch, but our nightly build machine failed and I
            will be on vacation next week, so it will be at least a week and something until you can try it. Here is a comparison
            between the old and new formula.

            Old :
            Click image for larger version

Name:	old ggx.png
Views:	1
Size:	352.2 KB
ID:	854358
            New :
            Click image for larger version

Name:	new ggx.png
Views:	1
Size:	350.4 KB
ID:	854359

            The new formula also has a "tail falloff" parameter that let's you control the glossiness
            remapping even more. Here the tail falloff is set to 4.0 :

            Click image for larger version

Name:	new ggx tail falloff 4.png
Views:	1
Size:	342.8 KB
ID:	854360

            Greetings,
            Vladimir Nedev
            Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

            Comment


            • #7
              Wow! This looks very promising!

              Thanks for implementing this and enjoy your vacation!

              Comment


              • #8
                Cool! I just installed the latest nightly (3.00.03) and glossiness with GGX is now a pleasure to use.
                Thanks

                Comment


                • #9
                  Where download nightly versions?

                  Comment

                  Working...
                  X