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[Max] Feature Requests / Re: Faster volume effect/ aerial perspective
« on: 2023-11-29, 06:17:57 »+ please make it work with HDRI lighting/backgrounds too :) Pretty much useless if it's only accessible in Corona Sky map.This
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+ please make it work with HDRI lighting/backgrounds too :) Pretty much useless if it's only accessible in Corona Sky map.This
Our dev team checked the behavior, but unfortunately it's completely outside of our control:
We update the IR based on messages that we get from 3ds Max, the parameters we get there are very brief. It is sometimes impossible to get any useful information from them. It gets the modified node (the modified object, not the camera), so we can't tell why it happens only when we are rendering from the camera. Also there is nothing like "before" and "after" state which we could compare to see if something really changed.
This is something that can't be fixed on our side. We just get from Max the information that the object is still moving, while it is not.
We may try looking into it again at some point, but the most likely scenario is that we just have to consider it a limitation.
I hear mention of Vantage now and then, but I didn't get an answer when I last asked this question: everyone is aware that it is a paid product now, and costs roughly $600 a year? So when you say you want Vantage compatibility, you are saying you would be willing to pay that?
thanks, then I think it should be completely disabled unless one switches to HQ quality view mode. The way it is now at least, it just feels buggy and hard to work with. ANd most people don't need to constantly see an accurate interpretation in the viewport at all times.
I can post example when I get time, but it's effectively a Cavity map, which is sort of detailed AO map that focuses on areas that wouldn't reflect because they're cavities :- ).Got it. Once again, thank you for the insight. Really enjoy reading about this kind of stuff : )
Because most surfaces have cavities that might be wider below than above, so they trap a lot of light, effectively cancelling any reflection (because the light will bounce inside).
But simply using bump/normal map doesn't produce such light-trapping information, and even displacement does not. It would have to be vector-displacement, and very granular.
To create life-like digital twin of some real-world surface, the material + geometry have to fully replicate the total complexity there is. But usually the geometry in 3D is simplified, it's never as super complex and detailed, so the material needs to add that information. But the only way a material can add that remaining information, is by trickery. Thus, 100perc. PBR material will look uncanny, always smoother than should be.
And then there are special cases, like Wood. Wood has multi-directional anisotropy/SSS effect along the grain pattern, something that generalized shader cannot recreate (only true BRDF scan like ChaosScans).
So by doing some reflection mapping, you can at least partly fake it, and make it look more real.
Most people doing scanning have already realized it, it's why when you look at latest Megascans, they bake-down some cavity into Albedo, they don't diffuse it totally.
The reason why Dubcat advocated for IOR mapping, which you can now super simply achieve just by using DisneySpecular slot :- ), is that CoronaPhysicalMaterial, though almost every generalized 3D shader, just by using either normal mapping or roughness, it doesn't modulate the specularity enough. At least when you compare to real-world sample of same material. Is the Shader wrong? I guess the Devs would say no, but we already went through how many shader models and they always had something wrong :- ). To me we're still long-way from something that behaves absolutely like real material and maybe that's not even possible with generalized shader. The metals are already there, the GGX with Tail can replicate any metal almost 99perc. But the non-metals, particularly materials that have deep micro-structure, like Fabrics and Wood, those still look wrong.
And what is "Sheen" after all :- ) ? Just nice to have non-PBR fake (not needed if you use super-detailed GeoPattern for every fabric, but that would be super impractical, so hence, fake solution to rescue).
Mapping reflection is still necessary even for PBR, 100perc. physical correct materials would require microscopic displacement so yup, use that slot.