Chaos Corona Forum

Official Stuff => News => Topic started by: Ondra on 2014-07-10, 20:59:25

Title: New Energy conservation mode
Post by: Ondra on 2014-07-10, 20:59:25
As a first step towards more physically plausible materials, I've added new energy conservation mode that automatically dims diffuse color as reflection is increased. It should be faster, simpler, more realistic, and is consistent with what mental ray and vray does.

Because it changes the way materials render, it is disabled by default so existing scenes do not break. Any newly created materials have this mode however enabled. It is a simple checkbox in advanced material tab, so you can switch it any time.
Title: Re: New Energy conservation mode
Post by: ecximer on 2014-07-10, 22:47:52
Great idea. Thank you.
Title: Re: New Energy conservation mode
Post by: racoonart on 2014-07-10, 23:28:48
added buttons to the Material Converter to switch all old materials to the new mode (or vice versa)
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2014-07-11, 00:04:25
And as a little bonus, with addition of this new energy conservation mode, translucency fraction is now mappable! :)
Title: Re: New Energy conservation mode
Post by: Juraj on 2014-07-11, 00:29:23
Nice. Looking forward to test how it compares with and without.
Title: Re: New Energy conservation mode
Post by: Chakib on 2014-07-11, 00:31:19
+1 i would love to see the comparison too
Title: Re: New Energy conservation mode
Post by: arqrenderz on 2014-07-11, 01:23:45
Comparisons!! +1
and a little more explanation about the subject wont hurt ;)
Title: Re: New Energy conservation mode
Post by: antanas on 2014-07-11, 02:13:53
Why? Why do you always add such wonderful features when the ends of my deadlines are drawing nigh - how will I be able to resist the temptation to test now ??? Jokes aside - sounds like both of those are some really useful features, so I probably won't resist the temptation any longer - to hell with deadlines :)
Title: Re: New Energy conservation mode
Post by: Polymax on 2014-07-11, 08:01:07
Really good idea! Than you!
Title: Re: New Energy conservation mode
Post by: BlessOd on 2014-07-11, 08:41:06
It wonderful. Thank you.
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2014-07-11, 09:42:11
I think you all overestimate it a bit. It's not a new killer feature. It will just make materials slightly more accurate, and it will make you naturally create materials with slightly lower average albedo. But it will not make your images instantly more realistic. It's more like when Corona switched from XYZ to WideRGB colorspace. It made some difference, but no one was suddenly producing better renders.

On the other hand, it could noticeably improve performance in scenes with large amount of bright reflective surfaces.
Title: Re: New Energy conservation mode
Post by: maru on 2014-07-11, 11:12:32
Here is a quick ugly comparison. Not a "real life example" but I just wanted to see the difference.
Title: Re: New Energy conservation mode
Post by: Ondra on 2014-07-11, 11:27:25
Here is a quick ugly comparison. Not a "real life example" but I just wanted to see the difference.
Nice example, is it PT+PT or HD?
Title: Re: New Energy conservation mode
Post by: vicnaum on 2014-07-11, 11:51:16
Niiiiicccceee!
(http://a.gifb.in/1237811519_chuck-norris-approves.gif)

Slowly moving towards PBR. Great.
Title: Re: New Energy conservation mode
Post by: pokoy on 2014-07-11, 12:14:15
That would explain why some of my tests looked as if there's too much direct light contribution in some cases - thanks for 'fixing' this ;)
Title: Re: New Energy conservation mode
Post by: maru on 2014-07-11, 13:02:39
Here is a quick ugly comparison. Not a "real life example" but I just wanted to see the difference.
Nice example, is it PT+PT or HD?
PT+PT but there is no room modelled, just black void and 2 rectangle lights.
Title: Re: New Energy conservation mode
Post by: Ondra on 2014-07-11, 13:37:24
Cool, I was just making sure - you can get random variations with PT+HD that could be confused for the energy conservation change
Title: Re: New Energy conservation mode
Post by: arqrenderz on 2014-07-11, 14:23:47
Wich one is on ? i guess the "en2.jpg" ?? its also faster?????
Title: Re: New Energy conservation mode
Post by: maru on 2014-07-11, 14:29:27
Yes, en2 is using the new mode. It may be slightly faster because some objects become a little darker but the difference may be also because I was rendering in the background and doing other stuff.
Title: Re: New Energy conservation mode
Post by: Ondra on 2014-07-11, 14:51:43
Your speed improvement is probably due to random effects. I measured 1-4% improvement in my more complex scenes.
Title: Re: New Energy conservation mode
Post by: rampally on 2014-07-11, 16:53:02
THIS GREAT new feature ......
AND IS THIS GOING TO BE INCLUDED WITH A 7.1????
Title: Re: New Energy conservation mode
Post by: Stan_But on 2014-07-11, 19:54:10
Very interesting, fellows!
PBR - is a very good direction!

My test
1. with En.Saving OFF
2. with En.Saving ON

Title: Re: New Energy conservation mode
Post by: Utroll on 2014-07-28, 04:25:17
And as a little bonus, with addition of this new energy conservation mode, translucency fraction is now mappable! :)

How hidden is THAT !
Super !!!
Title: Re: New Energy conservation mode
Post by: rockin on 2014-08-19, 11:55:35
Greatly appreciated!
Title: Re: New Energy conservation mode
Post by: pBarrelas on 2014-08-30, 10:46:30
Very interesting, fellows!
PBR - is a very good direction!

My test
1. with En.Saving OFF
2. with En.Saving ON
Thanks for the comparison test. The difference is more apparent on this one and, yes, it looks more realistic. Nice addition!
Title: Re: New Energy conservation mode
Post by: daveyt on 2014-11-17, 16:30:13
Is this also included in the standalone version?

Title: Re: New Energy conservation mode
Post by: Ondra on 2014-11-17, 16:47:48
yes
Title: Re: New Energy conservation mode
Post by: duke on 2014-11-17, 18:19:06
Where is the checkbox? I can't see it in the "Advanced options" tab of the materials. I'm using Corona Alpha 7.1.
Title: Re: New Energy conservation mode
Post by: Ondra on 2014-11-17, 19:11:35
standalone: on by default in new builds, cannot be turned off
A7.1: does not have this feature. wait for the 1.0
Title: Re: New Energy conservation mode
Post by: duke on 2014-11-17, 19:43:45
Oh, ok. Thanks for making it clear! :)
Title: Re: New Energy conservation mode
Post by: fabioazevedo on 2015-02-26, 16:28:27
Hey guys

Could anyone please elaborate a bit on the physical and technical reasoning behind the energy conservation feature?

It was most curious to try this out on the new Corona 1.0, but I only expected a slight darkening on reflections (as seen on this thread), and I'm actually getting quite drastic differences when I turn on/off the legacy mode, which I'm not totally convinced to be correct. Of course I could be wrong, but that's what my eyes are telling me at least.

I did a few tests to try to understand the issue better, and also to see if ggx had anything to do with it.

- Created a simple scene with a ground plane and a couple boxes lighted by corona sun
- Applied a white material (180RGB) to all objects and positioned the camera at an angle to increase reflections perception
- Reflection 1, IOR 1.52, Glossiness 1 (slight difference between legacy on and off as initially expected)
- Reflection 1, IOR 1.52, Glossiness 0,1 (huge difference between modes, with reflective faces much darker than expected)
- Reflection 0 (to compare to those same faces, and reflection is effectively darkening a lot when glossiness is very low)
- also tried a fallof map to control reflection instead of IOR, but i looks pretty much like legacy mode (without ggx), so I figured energy conservation isn't working with that.

So is it normal/correct that a low glossiness reflection is so much darker than a high glossiness one? or could this be some kind of bug?
even without.
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-02-26, 16:43:01
This is unrelated to new energy conservation mode. It's a "feature" of GGX BRDF, which is according to Ondra unfixable (although other renderers have it fixed). It produces these very ugly darkening artifacts around grazing angles when you have very low material glossiness.

I still think it's a bug though... and a pretty severe one.
Title: Re: New Energy conservation mode
Post by: fabioazevedo on 2015-02-26, 17:00:32
Oh, I see... Thanks for clarifying that.
I pretty much makes the new BRDF unusable in most scenarios then :/
I hope a solution can be found for it.

What about the falloff map thing? results are much better using it, and still different from legacy mode.
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-02-26, 17:07:07
That's unrelated to new energy conservation as well. New energy conservation weights material elements by scaling them, not summing up and then clampling, so overall albedo is lower, and things look more correct. So for example reflection now correctly subtracts energy from diffuse. Previously, it would only start subtracting when sum of diffuse and reflection exceeded 1. Now it subtracts diffuse as soon as reflection starts to occur.

As for then falloff map, falloff map set to fresnel does not work correctly with GGX, and according to Ondra it's also impossible fix. Don't really know what to add. Falloff map is not a dealbreaker for me, since IOR can simply be mapped by mapping fresnel IOR slot. But darkening of edges is really dealbreaker in some scenes, where it really matters. I wasn't able to render white christmas bulbs because of that :(
Title: Re: New Energy conservation mode
Post by: fabioazevedo on 2015-02-26, 17:37:34
 Your explanation for the energy conservation was exactly how I thought it worked, and the reason why I associated the dark grazing angles with it. I looked like it is subtracting to much energy from diffuse and thus leaving the color of reflection only.

But now that i think of it, that behavior does make sense as it is... and if the issue is not related to the energy conservation feature, could it be that lowering glossiness is also lowering reflection intensity, making it redundant with EC? In the passes, it does look weaker, not only spread wider.

The falloff map issue, well, not ideal but it's not the end of the world either. Maybe some chart matching IOR values with 0° angle reflection values could help.

I'm still confident Ondra will find solutions.
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-02-26, 17:41:47
The problem with darkening corners is that when glossiness is very low, the angle at which rays spread are pretty big, and at the grazing angles, some of the rays actually reflect at such angle they accidentally end up flying inside of the object. And since it's dark inside of that mesh, the rays receive black color. Other renderers solve that by simply flipping the ray back out.
Title: Re: New Energy conservation mode
Post by: fabioazevedo on 2015-02-26, 18:24:42
We're going offtopic here, but why didn't it happen with previous model?
Title: Re: New Energy conservation mode
Post by: Ondra on 2015-02-26, 18:36:06
independently of switching BRDF models, we have decided to also disable these ray-flipping fakes because they were causing so much trouble they were not worth it. It is impossible to do them correctly, since they are by their nature not correct.
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-02-26, 19:24:06
Correct or not, it does less damage than black outlines. You can't just tell client "Sorry, our renderer can't render that bulb without those ugly black edges". Hopefully others will help me convince you it simply can't stay this way, if Corona's ever supposed to be production renderer.
Title: Re: New Energy conservation mode
Post by: fabioazevedo on 2015-02-26, 22:47:02
While I do appreciate and totally support the will to maintain physically correct reflections, that's also the reason why Rawalanche is right to stress the need for some kind of solution. As it is, the new BRDF simply doesn't look correct and for me at least is unusable.
I would even suggest going back to the old model as default and make ggx an experimental one untill it's fully sorted out.
How wasn't this a bigger issue for everyone during daily builds testing?
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-02-26, 22:50:31
I actually reported it two times, but it got always closed without solution.
Title: Re: New Energy conservation mode
Post by: cecofuli on 2015-02-27, 00:41:06
I agree with both. I don' t like too much the "black edge" around glossy objects.
Title: Re: New Energy conservation mode
Post by: Juraj on 2015-02-27, 01:20:00
Is this somehow related to geometry the material is used on ? Because I see the darkening in material editor, but not in my scenes when applied.

For me (as user of dailies), GGX proved very good. It lacks the flexibility I have with GTR(GGX) in Vray when I need larger spread (which samples pretty bad in Vray...I guess it gets complex..), but looks better and behaves better.
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-02-27, 07:48:59
Create a bright reflective material with low glossiness (like 0.2) and put it on a sphere or teapot.
Title: Re: New Energy conservation mode
Post by: fabioazevedo on 2015-02-27, 09:05:23
Well, I've tried different types of geometry and always get the same problem, but I do find strange that it wasn't a big problem for everyone.
Could this be related to Max version?

I'll attach what I'm looking at...
Only change was legacy mode.

Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-02-27, 09:53:00
As i said. It was noted but ended up ignored.

It's actually a bit worse in some cases. Imagine regular archviz scene where client wants walls to be painted with rough shiny paint. Actually, most of the wall paints are quite reflective, just very rough.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4542.0;attach=28402)
It ends up looking like this, where wall, captured from flat angle, turns out looking as if it's diffuse component was painted almost completely black...


Or imagine client wants bright rough concrete floor. If you capture it from regular angle it looks good.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4542.0;attach=28404)

But then you do a low shot, and it turns from bright gray to dark gray.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4542.0;attach=28406)
Title: Re: New Energy conservation mode
Post by: twoheads on 2015-02-27, 10:15:04
I think it's quite common.......then you hear complaints from client "why this concrete floor looks so dark?"

Best solution is to avoid worm's eye view or as you said low angles in general shots.
Title: Re: New Energy conservation mode
Post by: fabioazevedo on 2015-02-27, 10:17:58
Yes, totally right Rawalanche.
That's also how I found out to begin with... doing the usual matte light grey override material to check lighting.

Should we start a new thread specific for this?
Ondra what can we do to convince you to find a solution? and how can we help?
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-02-27, 10:19:18
I think it's quite common.......then you hear complaints from client "why this concrete floor looks so dark?"

Best solution is to avoid worm's eye view or as you said low angles in general shots.

I don't know of any other renderer that hasn't it fixed yet.
Title: Re: New Energy conservation mode
Post by: twoheads on 2015-02-27, 10:20:16
Just for clarification, It's not about avoiding low angles at all :)
Title: Re: New Energy conservation mode
Post by: twoheads on 2015-02-27, 10:21:07
I think it's quite common.......then you hear complaints from client "why this concrete floor looks so dark?"

Best solution is to avoid worm's eye view or as you said low angles in general shots.

I don't know of any other renderer that hasn't it fixed yet.

totally agree :)
Title: Re: New Energy conservation mode
Post by: lacilaci on 2015-02-27, 12:28:06
Well, in case of wallpaint the black wall looks really bad.. But it can be avoided using very high IOR and low reflectivity..

Now I know this isn't how you would like to go about materials, using some weird values, but in that scenario it is avoidable problem.
Title: Re: New Energy conservation mode
Post by: Ricky Johnson on 2015-02-27, 12:40:03
As it stands in version 1.0 is the 'Legacy' checkbox controlling both BRDF and the Energy Conservation Mode?

i.e. Is it possible to revert to the older BRDF in situations where this GGX error is problematic without losing the Energy Conservation Mode or was this never implemented to work with the older BRDF?
Title: Re: New Energy conservation mode
Post by: agentdark45 on 2015-02-27, 12:42:26
Well, in case of wallpaint the black wall looks really bad.. But it can be avoided using very high IOR and low reflectivity..

Now I know this isn't how you would like to go about materials, using some weird values, but in that scenario it is avoidable problem.

That example highlights this issue pretty well. I hope this gets fixed promptly.
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-02-27, 12:49:55
Well, in case of wallpaint the black wall looks really bad.. But it can be avoided using very high IOR and low reflectivity..

Now I know this isn't how you would like to go about materials, using some weird values, but in that scenario it is avoidable problem.

Nope, that's not a solution. You will completely change characteristics of that material. IOR 100 will mean there will be almost no difference between facing and parallel angle reflectivity. It will look like very dull aluminium, not wall paint.

It's like saying you can workaround refraction bug by using opacity instead of refraction.
Title: Re: New Energy conservation mode
Post by: arqrenderz on 2015-02-27, 14:37:42
Hi Juraj Talcik, are you using very low glossines values on your materials? Becouse you said that you are not getting bad results like rawalanche said and show.
Im afraid to go on 1.0 at the office now and it starts to back fire on me :(
Title: Re: New Energy conservation mode
Post by: Ondra on 2015-02-27, 16:04:52
I just had a discussion with Jaroslav on this topic. Going to the previous "ray flipping" hack is out of question - it just breaks the renderer too much. There are however different possible solutions we will investigate. But they involve some original research, so it will probably take some time to try and implement if we succeed.
Title: Re: New Energy conservation mode
Post by: Stan_But on 2015-02-28, 02:55:40
Hi all!
I have missed the thread about the problem. Good that searching of solution in process
Title: Re: New Energy conservation mode
Post by: 3dgraphics on 2015-02-28, 10:11:26
oh, i did some renders with 7.2 and 1.0 to see the difference by this values 0.2 glossiness in a white material!
The new shader in 1.0 looks really bad in comparision with 7.2!
I dont know wich one is phisically more accurate but by 7.2 looks definitly really much better!

I really hope this will be solved soon!
Title: Re: New Energy conservation mode
Post by: 3dgraphics on 2015-02-28, 10:21:28
btw, importing one material made with version 7.2 in the one 1.0, this material will continue behaving like
in old model of corona 7.2!! At least by me is so!
So for those kinds of material with less glossiness values u can merge the old one!
Title: Re: New Energy conservation mode
Post by: romullus on 2015-03-05, 13:15:23
Tried to create snow material today and found that legacy mode gives much superior results in that case. What a shame, i really like GGX BRDF and wouldn't want to revert even for single material :] Looking forward to what solution dev team will offer.
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-03-05, 13:28:25
Yep, snow is extreme case of this problem. It's very rough, yet highly reflective, also refractive, has SSS and is white. So as long as the problem is present, it's not possible to make good looking snow with GGX.
Title: Re: New Energy conservation mode
Post by: Juraj on 2015-03-05, 13:42:21
Just found this error in my scenes too. I guess I was oblivious to it as most rough materials were dark and I didn't notice it so straight up. I still use white wall to be mostly diffuse since the roughness is so high.

Well, touche :/
Title: Re: New Energy conservation mode
Post by: daniel.reutersward on 2015-03-05, 15:01:59
This problems explains a lot of why I had problems with some materials...

A little off topic, but a little bit on the subject: How come Corona GGX don´t have any more advanced controls for tail fall off etc? Just curious :)
Title: Re: New Energy conservation mode
Post by: Juraj on 2015-03-05, 15:56:15
Because the GGX by default doesn't seem to have it. The one that has the control, is for example the version Vray incorporated (GTR/GGX).
Title: Re: New Energy conservation mode
Post by: daniel.reutersward on 2015-03-05, 16:22:40
I see, so it´s a different GGX model? That explains it!
Title: Re: New Energy conservation mode
Post by: Juraj on 2015-03-05, 16:29:50
The Disney paper describes few models: https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf

Walter - No Tail parameter
Low; Bagher - Tail parameter
Trowbridge & Reitz - GTR; [Gamma=2]  = GGX ; The one in Vray

No idea which we got in Corona, perhaps the parameter simply isn't exposed.
Title: Re: New Energy conservation mode
Post by: daniel.reutersward on 2015-03-05, 16:31:40
Thanks! I will take a look at the paper, interesting! :)
Title: Re: New Energy conservation mode
Post by: vkiuru on 2015-03-06, 15:28:57
Oh, so this is what was happening with some of my materials. Spent some time tweaking them and wondering what I'm doing wrong, kinda happy to see it wasn't me.. hoping for a fix, though - other than switching to legacy.
Title: Re: New Energy conservation mode
Post by: snakebox on 2015-03-12, 02:17:34
Correct or not, it does less damage than black outlines. You can't just tell client "Sorry, our renderer can't render that bulb without those ugly black edges". Hopefully others will help me convince you it simply can't stay this way, if Corona's ever supposed to be production renderer.

This! sometimes the option to break reality HAS to be there, production doesn't follow realistic time frames always so people need an option to achieve unrealistic results.
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-03-12, 09:38:18
Correct or not, it does less damage than black outlines. You can't just tell client "Sorry, our renderer can't render that bulb without those ugly black edges". Hopefully others will help me convince you it simply can't stay this way, if Corona's ever supposed to be production renderer.

This! sometimes the option to break reality HAS to be there, production doesn't follow realistic time frames always so people need an option to achieve unrealistic results.

Nope, this is not anyhow related to speed or realism. It's simply broken shading model. Meaning that if you took a photograph of white rough reflective Christmas bulb, on the real photo, you will not see black outlines. So it's both unpleasant to the eye as well as unrealistic.

This is not about breaking reality or doing some hacks to meet deadlines. Actually, from my experience, less hacks and tricks, the easier it is to meet the deadline.
Title: Re: New Energy conservation mode
Post by: lextorlex on 2015-03-25, 11:25:30
Well, in case of wallpaint the black wall looks really bad.. But it can be avoided using very high IOR and low reflectivity..

Now I know this isn't how you would like to go about materials, using some weird values, but in that scenario it is avoidable problem.

Nope, that's not a solution. You will completely change characteristics of that material. IOR 100 will mean there will be almost no difference between facing and parallel angle reflectivity. It will look like very dull aluminium, not wall paint.

It's like saying you can workaround refraction bug by using opacity instead of refraction.

lacilaci method with high IOR level can be emproved to avoid absense of difference between facing and parallel angle reflectivity. You just need to add a falloff map to glossiness slot using perpendicular/parallel and draw a user curve there, where at facing angles glossines will be close to almost zero and raised up to a specisied glossiness value (0.2 in the shown examples). It works just fine and doesn't not feel like very dull aluminium or smth.
Title: Re: New Energy conservation mode
Post by: maru on 2015-06-02, 15:49:18
"Glossy reflections no longer darken material on edges"

confirmed ;)

But why is the scene so much darker?
Title: Re: New Energy conservation mode
Post by: pokoy on 2015-06-02, 16:09:25
So rerendering an older scene will not match? That would be quite bad to be honest...
Title: Re: New Energy conservation mode
Post by: maru on 2015-06-02, 16:22:36
So rerendering an older scene will not match? That would be quite bad to be honest...
Nope. You need to create a new material to make it behave differently.
Title: Re: New Energy conservation mode
Post by: racoonart on 2015-06-02, 16:33:22
Using the "legacy mode" tool in the converter doesn't work?
Title: Re: New Energy conservation mode
Post by: Ondra on 2015-06-02, 16:35:06
or load old material and uncheck "legacy".

The difference looks like user error. If you reproduce it with the same scene, please report it as bug
Title: Re: New Energy conservation mode
Post by: maru on 2015-06-02, 17:36:33
[submitted to mantis]
Title: Re: New Energy conservation mode
Post by: romullus on 2015-06-02, 19:44:57
I'd like to ask what is the reason for making legacy checkbox inactive in new material. I find new GGX not very suitable in some situations. It works better with bright materials, but is much worse with dark materials. Now mats are too shiny.

In attached example materials are: IOR - 1.52, refl - 1, gloss - 0
Title: Re: New Energy conservation mode
Post by: maru on 2015-06-02, 20:20:17
It looks like it could be used to simulate nice velvet things. Not sure if it looks correct though. :)
Title: Re: New Energy conservation mode
Post by: romullus on 2015-06-02, 20:26:39
I'm pretty sure it isn't correct, because now it's impossible to create very diffuse materials, unless one is willing to forsake specular reflection.
Title: Re: New Energy conservation mode
Post by: Ondra on 2015-06-02, 20:29:24
I'd like to ask what is the reason for making legacy checkbox inactive in new material. I find new GGX not very suitable in some situations. It works better with bright materials, but is much worse with dark materials. Now mats are too shiny.

In attached example materials are: IOR - 1.52, refl - 1, gloss - 0
Can you make a bug report thread/mantis for that?
Title: Re: New Energy conservation mode
Post by: romullus on 2015-06-02, 20:34:27
Will do.
Title: Re: New Energy conservation mode
Post by: pokoy on 2015-06-02, 20:36:35
I'd like to ask what is the reason for making legacy checkbox inactive in new material. I find new GGX not very suitable in some situations. It works better with bright materials, but is much worse with dark materials. Now mats are too shiny.

In attached example materials are: IOR - 1.52, refl - 1, gloss - 0

That looks awful.

I also vote for having both modes, actually I think we should have both options displayed equally, not hidden behind a 'legacy' switch.
What's the exact reason to remove the old model anyways? Does it break physics or slow down the rendering? Or is it simpler to manage code that way?
Title: Re: New Energy conservation mode
Post by: Ludvik Koutny on 2015-06-02, 20:58:11
I'd like to ask what is the reason for making legacy checkbox inactive in new material. I find new GGX not very suitable in some situations. It works better with bright materials, but is much worse with dark materials. Now mats are too shiny.

In attached example materials are: IOR - 1.52, refl - 1, gloss - 0

That looks awful.

I also vote for having both modes, actually I think we should have both options displayed equally, not hidden behind a 'legacy' switch.
What's the exact reason to remove the old model anyways? Does it break physics or slow down the rendering? Or is it simpler to manage code that way?

The reason to remove old model is because new one is simply better. What you are seeing here aren't properties of GGX, but simply bugs. Bug-free GGX is just more realistic and better BRDF, and since Corona is about simplicity, having switcher between better and worse feature doesn't make sense. You should always use the better one.