Lol, dear god, I am glad to see these threads pop up :- ). Just yesterday night I told myself I will need write
HUGE FUCKING BLOG why we want better shader, complex BRDF, layered speculars inside single materials, blended material, roughness affecting both diffuse and specularity or atleast complex IOR.
[rendering all those examples will give me headache probably...I wish someone talented could instead...but I really want this, like over9000 want this]
Yep, if Keymaster needs motivation, I will do so.
But frankly, Vray already has GGX in nightlies, countless of users have confirmed once starting to creating more complex materials, that this is the way to go.
I might test those two plugins from Sergey as well, for now for 3dsMax there are only GGX (Sergey's GGX has 'power' parameters for tail, Vray not yet), ABC (full peak/tail),
but he doesn't have time to convert the most impressive last one, ShiftedGammaDistribution which has all of above, plus 100 MERL Presets.
Almost every renderer has the same featureset now, or building towards it slowly. This is one thing that can mix the cards, bring back some new fun, and revolutionarize the workflow.
This should be much bigger priority imho than integrating bullshit from past.
When I have time I will show my examples of metals (layered metals such as Oxidized Blackneeded Steel,etc...), but in meantime I think Grant does awesome job (I have evolved the workflow a bit too though )
And of course...the above video !! Everybody throw some money on Sergey so he can port it to Vray for now atleast :- ) Or hire bit of his time so he can port them to Corona.
I mean come on, this stuff can definitely give brutal edge on competing renderers like nothing else can. It's already everywhere else ( Disney, Pixar, Unreal4,....).
Btw Gleash: What do you mean with the horizontal stretch ? If you refer to Refractive index, it goes from 0-90 angle of incidence, therefore it's ok to interpolate it identically between 0-1. Same stuff. Or maybe I don't understand you correctly.
I am surprised you mention regular blend doesn't work the same as VrayBlend. I will have to try mysel, did you put the fallof curve into mask slot ?
999 IOR in Corona should be equal to no-IOR in Vray. But I didn't try.
Using simple IOR (8-40) for Metals will always give shitty metals. It looked wrong to me eyes long before I've see Bertrand mix his metals 2 years ago (although he only eye-balled it, didn't give the scientific reason) and of course, Grant few months ago.
The difference can be from small, to drastic, the latter when material features quite strong "retro-grazing" reflection. So the curve (without doing the "Well, what random value will I put today into specular slot?") in reflective slot dealing with intensity from 0-90 angle is just superior. Chrome looks like Chrome, Gold looks like Gold.
Disney-PBS_BRDF white paper http://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdfImho the best stuff on this. On page 9/10 is shows the correlation between albedo and specular in GGX/Roughness type of shader and the various curves fitted from MERL data.
Having their version of material would be a dream. What is funny it's like 90perc. identical to what I have in Unreal4 [metalness/roughness/GGX/base reflection]. If current realtime engines share the same model high-end
companies like Disney, MPC, ILM (all have PBR/PBS materials), yet we're still stuck with unlinked specular/glossy material harkening to prehistoric era.