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  • ChaosGroupTV Physical Materials

    I just saw that some new vray for modo videos were posted a little over a week ago. Not sure, but would it be possible to post the scene file? Wanted to study some of the material constructions and how they were put together.

  • #2
    I will ask, if we can share the scenes.
    Which ones are you most interested in ?

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

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    • #3
      I'd love to get my hands on the full scene from the Physical Materials video.
      In terms of included assets, this one seems like it could be doable.

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      • #4
        Originally posted by vladimir.nedev View Post
        I will ask, if we can share the scenes.
        Which ones are you most interested in ?

        Greetings,
        Vladimir Nedev
        I was most interested in the Physical Materials scene. The one that neverko posted the video of.

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        • #5
          Here is the scene, provided by our 3D team.

          Modo_scene_Materials.zip

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

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          • #6
            Thanks for sharing the scene.

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            • #7
              Thanks for sharing it- will be good to pick apart.

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              • #8
                I find the plastic setup in the example a little odd given that there is color in the specular. There are a few other things that puzzle me.

                It looks good, just wondering if it's actually physically correct or not, though I know that's always an approximation with cg.

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                • #9
                  Thanks for sharing. This will help me out a lot as a newb to V-Ray.

                  Comment


                  • #10
                    Originally posted by danklife View Post
                    Thanks for sharing. This will help me out a lot as a newb to V-Ray.
                    Same here
                    Main computer : Threadripper 2990WX - 2 x GForce 1080 8Go - 1 GTX 1070 8Go - 64 Go
                    Softimage 2015 x64 | Lightwave 2020 | modo v14

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                    • #11
                      I find the plastic setup in the example a little odd given that there is color in the specular.
                      Do you mean that the SSS2 material has non-black specular ?
                      I guess they wanted two separate specular lobes.

                      The blend material has "Additive mode" enabled, when you have it enabled, it is possible that the material is not physically correct, as you can make it reflect more light than is falling on it.
                      But, if you are careful, you can balance it out.

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

                      Comment


                      • #12
                        Originally posted by vladimir.nedev View Post
                        The blend material has "Additive mode" enabled, when you have it enabled, it is possible that the material is not physically correct, as you can make it reflect more light than is falling on it.
                        But, if you are careful, you can balance it out.
                        Historically, the blend shader in additive mode has been a staple of V-Ray workflow.
                        While it can break energy conservation (simply add two layers at 1.0 white diffuse, and the total diffuse will be 2.0) easily enough, it's also a fantastic way to do additive compositing (as you can separate the layers easily enough in AoVs, for mathematically perfect compositing results later.).
                        The balancing act is quite simple in its basic form: make sure the sum of all layers' contribution doesn't exceed 100%, regardless of what each layer contains as shader settings (well, unless it's another additive blend, but then we get needlessly loopy.).
                        Fine tuning, provided the total contribution isn't above 100%, is just a further refinement act based on the same principles.
                        Lele
                        Trouble Stirrer in RnD @ Chaos
                        ----------------------
                        emanuele.lecchi@chaos.com

                        Disclaimer:
                        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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                        • #13
                          Originally posted by vladimir.nedev View Post
                          Here is the scene, provided by our 3D team.

                          [ATTACH]31632[/ATTACH]

                          Greetings,
                          Vladimir Nedev
                          Thanks for the scene. Interesting that in the scene provided most of the nodal shading is done that feeds into a vray color correct node, which sits in the modo render list. I sometimes feel like I don't fully know how I am supposed to switch between node and list shading with vray for modo especially with the blend material.

                          Also to anyone that might know what is the difference between the texture map and the texture color input on the vray color correct node? I seem to have to hook things up to the texture map to get results but not sure what the color value input is supposed to be for.

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                          • #14
                            Thanks for the scene. Interesting that in the scene provided most of the nodal shading is done that feeds into a vray color correct node, which sits in the modo render list. I sometimes feel like I don't fully know how I am supposed to switch between node and list shading with vray for modo especially with the blend material.
                            You need to do all your texture connections in the Shader Tree. In the V-Ray Blend Material, you select the sub-material item directly, so its Shader Tree textures cannot be used.
                            At some point I will add the ability to select a whole material group as a sub-material, so everything in it will be used - material and textures.

                            Also to anyone that might know what is the difference between the texture map and the texture color input on the vray color correct node? I seem to have to hook things up to the texture map to get results but not sure what the color value input is supposed to be for.
                            I need to remove the "color" value from the UI completely, don't use it.

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

                            Comment

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