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Work in Progress/Tests / Re: Landscaping
« on: 2014-07-25, 20:41:30 »
Diffuse color: VRayColor - wtf? :D
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No. You can add detail to the falloff map. Or use CoronaMixTex.Set fresnel IOR to 999 and put falloff map in reflectivity slot.
Thanks. I thought it was the Fresnel IOR slot. :) But this means I need to blend materials if I need to add detail to reflection map.
I noticed that your normal testure isn't normalized. You should always do that. Don't you want to see if it makes any difference?What does it mean to normalize a normal map? I don't know much about normal maps.
The new GI technique has some options with "presampling" in their names, but it is not about approximating the GI solution. Not like an irradiance cache, or a final gather map, or photon map. (The GI solution is brute force sampling throughout its calculation.) Those cryptic names are about describing the material interaction behavior to the renderer as a model. One way to think of it is like a texture map. A texture map could represent the material well at a chosen resolution, or it might not, if it is too coarse. Another way of thinking about it is as if the BSDF were measured across an object and re-used. Keep in mind these are metaphors I'm using to describe what happens without giving you the implementation details which may adapt to machine architectures over time. We do this because mental ray allows extreme flexibility in shaders. The idea is that we retain this flexibility while taking advantage of where machines are headed, both for CPU and GPU.Oh god.
It is exciting as we head toward flexibility without compromise in performance. In fact, as we continue in this direction, we are beginning to see great potential for addressing a variety of GI related issues. And even our initial ideas for Unified GI UI control become simpler.
Could you show your material settings, maru? I find your results pretty interesting. Maybe i'm wrong after all.Not much to show, really. The normal map is most important. I think it would be possible to recreate procedurally but I don't know how to control intensity of individual cells in cellular map. It either creates all cells facing the same "angle" or gradients that don't work well in normal maps. Maybe it would be possible to use cellular map as greyscale bump map...
One would need many little gradients for that.Yup, that's why I used a normal map. :)
Correct me if I am wrong, but I thing this material is close to the "reality" in this case.To me it looks completely different. Most visible aspect of this material in real life is that the "cells" or "flakes" of it reflect light at different angles. I wouldn't experiment with glossiness or anisotropy but with bump map. A greyscale bumpmap would require gradient cells so I would probably try with a normal map. But it's just an idea. :)
It's geometry that causing problems. Your torus knot has double sided walls. Try to play with P and Q parametters a bit, until your torus gets untangled :]Yup. Basically it's two objects overlapping. It happens if you set Q to 10 (or some other values), hence my hint. ;) You can add edit poly modifier and see double vertices.