I've made some quick tests and I have a question about the visible brightness of new material.
Scene is made of 2 planes, 2 teapots and 2 spheres.
On part marked as NEW - new shader is applied, on part marked as OLD - Legacy Material is applied.
1 Corona Sun (size 1, value 1)
Environment - CoronaSky
Legacy Material settings:
Diffuse color: Corona Color R:180 G:180 B:180
Reflection: 1,0
Glossiness: Corona Color R:80 G:80 B:80
NEW: (same as above, switched from roughness to glossiness)
Mat settings:
Base Color: Corona Color R:180 G:180 B:180
Reflection: 1,0
Glossiness: Corona Color R:80 G:80 B:80
Non-metal
I can see that part with new material changes brightness quite hard depending on viewing angle. I believe the plane should be brighter when viewed towards the sun and darker in opposite direction?
Another issue seems to be visible when the camera is perpendicular to sun - I can see some changes in visible brightness of the plane from left to right.
Is that correct behavior?
Thanks
That is indeed expected as the new diffuse model is somewhat retro-reflective at low glossiness.
Thank you for the answer:)
It doesn't look like a huge problem, especially considering photorealistic renderings, but when you start creating for example packshot images or renderings with lots of flat surfaces it looks a little bit like there is some smoothing groups problem in 3ds max!
By the way - I really like the new shader with all its possibilities! I like the UI and workflow changes that comes with it.