Author Topic: PBR kinda materials  (Read 71619 times)

2016-07-31, 09:42:27
Reply #75

Sintel

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Excuse me, could somebody tell me whether Corona new Mtl in 1.5 will have "metalness/metalic" or not?

2016-08-02, 08:15:23
Reply #76

Njen

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Excuse me, could somebody tell me whether Corona new Mtl in 1.5 will have "metalness/metalic" or not?

My question is probably the same, but just asking a different way for clarification: dielectric and metallic materials generally work with different lighting models. I am going to assume that the CoronaMtl is a dielectric material due to the attributes I see that are on it, and because it is probably more common. Are we going to see a true metallic lighting model option in the CoronaMtl any time soon?

2016-08-02, 09:27:59
Reply #77

Ondra

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CoronaMtl is flexible enough to be set up both ways. It will probably not receive metalness switch. But a new Corona PBR material will have it. Not sure if it will be 1.5 or 1.6
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2016-08-05, 10:05:47
Reply #78

Juraj

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Not sure if it will be 1.5 or 1.6.

Will the fresnel fix make it to 1.5 ?
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2016-08-05, 10:12:45
Reply #79

Ondra

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definitely, the bare minimum we must do is stop people from bitching on CoronaMtl results in 1.5 and do full PBR material in 1.6
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2016-08-05, 10:23:14
Reply #80

oncire

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heres a link in pbr approach in blender but the technique/ideas also applies to 3ds max

-- part1
-- part2




2016-08-05, 10:31:56
Reply #81

Sintel

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At least, Corona 1.5 will support 3ds Max 2017 Physical Material :)

2016-08-05, 10:47:16
Reply #82

Juraj

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At least, Corona 1.5 will support 3ds Max 2017 Physical Material :)

But that one really isn't working that well. They too the good parts from PBR and did it incorrectly anyway. Parameters are not linked (and 'locked') correctly. Simple IOR is not disabled in metalness workflow, but actually affects the specular intensity and color.

If Redshift could get it right on first try, why couldn't Autodesk ?
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2016-08-05, 10:50:04
Reply #83

Ludvik Koutny

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If Redshift could get it right on first try, why couldn't Autodesk ?

As if they ever got anything right :D

2016-08-06, 00:00:56
Reply #84

steyin

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If Redshift could get it right on first try, why couldn't Autodesk ?


Because its Autodesk.

2016-08-06, 13:34:02
Reply #85

Majeranek

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Guys,
How should look like correct workflow on shaders with PBR Mode in the latest daily build? Or it's still unusable because of the dark halo effect?
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2016-08-08, 11:24:23
Reply #86

Juraj

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Guys,
How should look like correct workflow on shaders with PBR Mode in the latest daily build? Or it's still unusable because of the dark halo effect?

Hm, looks like the solution isn't here yet, or no one tested it.
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2016-08-16, 09:37:05
Reply #87

jtmorris

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Juraj, you previously mentioned that you were able to try different BRDF models in Corona:

Thanks to Dubcat I did some tests with existing BSDFs in Corona (Ward, Blinn?, Ashikmin, GGX), which you can try in extended paramaters in Slate material editor.


I'm running 1.4 (but not the daily build) I must be missing something could you elaborate on the "extended parameters in Slate Material Editor"??

Much appreciated!

2016-08-16, 11:23:28
Reply #88

romullus

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This only works in slate editor. Right click on CoronaMtl material, then either show/hide slots>additional params>bsdf or show all additional params and locate bsdf parameter.
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2016-08-17, 11:35:34
Reply #89

Juraj

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Yeah but don't use it, that was just for messing around, I am not using single such shader in my scenes.

Let's all pray for soonest solution ! #FresnelMatters
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