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VRay Next: PBR material - result not as expected

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  • VRay Next: PBR material - result not as expected

    Hi all,

    I have only recently discovered PBR material for metals in VRay Next for Rhino and would need to use it for a project now.
    I downloaded maps from textures.com to compile a brass material.

    I attached a screenshot of the maps and the result of the compiled material as shown on textures.com as well as what I get as a preview in the asset editor.

    I loaded the albedo map into the Color slot, the metallic map into the Metalness slot, the roughness map into the Roughness slot and I added a Bump slot where I set the Mode to Normal Map and loaded the normal map.

    The result is not even close to what is shown on textures.com - so I was wondering whether I have to change the values of the respective slots (which has not helped much so far) or if I have to change any other settings to get closer to what I want to achieve.

    My material is very glossy and reflective compared to what I expected.

    I am trying to understand how PBR works, so I would be thankful for any hints.

    Thank you in advance!

  • #2
    Funny, I just had the same question, found your post and realized its for an almost identical material as well (worn brass).

    What I found is that switching the textures' Color Space from Screen Space (RBG) to Rendering Space (Linear) totally changed how the material looks.

    Take a look at what my material looks like after just adding all the textures:

    Click image for larger version

Name:	vray_pbr_screen.jpg
Views:	1678
Size:	157.6 KB
ID:	1088578

    Looks just like your example.

    Now with all textures (except the diffuse color map) to linear:

    Click image for larger version

Name:	vray_pbr_linear.jpg
Views:	1662
Size:	163.9 KB
ID:	1088579

    That's more like it. Click on a texture and change the color space there:

    Click image for larger version

Name:	vray_pbr_switch type.jpg
Views:	1411
Size:	109.6 KB
ID:	1088580

    I have no idea why it happens. Only thing I can assume is that other 3D software uses linear as standard and Rhino - notoriously NOT made for 3D rendering - just defaults to RGB. Basically everything should always be in Linear Color Space until the very last moment.

    Hope that helps.

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    • #3
      You've correctly solved this.
      As mentioned in https://docs.chaosgroup.com/display/...BR#PBR-VRayPBR the Metalness and Roughness slots require the slotted TexBitmaps to be set to linear color space. Same applies for the Normal map slot in the Bump section.
      Peter Chaushev
      Former Product Owner V-Ray for SketchUp & Rhino (2016-2025)

      Let's keep in touch

      Comment


      • #4
        Thank you both for your reply and explanation!

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