Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Stefan-L

Pages: 1 ... 21 22 [23] 24 25 ... 35
331
i would try adding a normal map for flakes, similar to this:

https://docs.chaos.com/display/OSLShaders/Flakes+normal+map

bump isnt enough in my experience to make ok glittering flakes:
there are many if you do a google search or you can pretty easy make them yourselves

332
here i made a short video, this is the latest v8 daily and c4d r25, win10:

https://stefan-share.s3.eu-west-1.amazonaws.com/IPR%20restarts%20render%20at%20tone%20mapping%20changes.mp4

it is the same problem in most scenes i have, on home and office PCs.
more or less any value i change in vfb initiates a render restart of the IPR.

hope you can find a solution for next daily build :)

thanks
Stefan

333
here is one example of real world materials that seem not possible to create with the new physical material unless it gets some kind  of "dim reflection" feature:

https://uk.saint-gobain-building-glass.com/en-gb/sgg-vision-lite

Staint Gobain is one main glass producer worldwide, the glass is widely used in architecture. one big feature it has is low reflection glass. see the table on that page how extreme the reflection is reduced while retaining transmission(and glass like IOR refraction like around 1.5).
lass materials are today one essential thing for architecture, but the above materials are only one example, but in architecture are several real word mats, like facade panels that have intentionally reduced reflections.

while for opaque materials it might be a way to reduce the ior to dim reflections,
for transmissive materials that need to keep a correct IOR (glass = 1.5), one atm cannot reduce the ior while setting the correct physical real word reflection.
so i hope for a intensity or value % slot as we have it in other material features already in the new physical material.

i only try to improve the phymat to be able to really be capable to cover most of the real world materials, so we can fully switch to the new, otherwise great(love it!), new physical material :-)

334
interesting.
i am a bit in a workload, but i make you a recording as soon i can, to show this (r25 v8 daily)

335
well, i am not totally sure, but that's another thing.

i do not mean slight imperfections, but the pure intensity itself often needs to be reduced.
like there are glasses in reality with greatly reduced reflections but still an refraction like glass (around 1.4-1.6), probably with some special coatings  that absorb reflection, etc and our archviz customers very very often demand less reflections materials, like glass,

so at least for artistic reasons it might be very good to be able to mimic these materials which do exist in reality, or to react easy on customer wishes without "destroying" the rest of the material (like in setting the ior way too low, or need to change the roughness, which the end customer probably also not wishes).
so i not want to set the glass ior to like 1.1 (which will give me a wrong refection look) but be able to reduce the reflection intensity by 50% as example.

or another example i just work on which is more about work flow: a floor with different tiles(differences in material of the tiles), that i want to have slightly different reflection intensities, i can set variations in all material features only not in reflection. this makes me feel  limited. i needed to make several separate materials and assign them manually. this is a bad work flow and costs time. this would lead to the need for a value+texture slot as it is in refraction too.

i believe such features like the physical should make our live easier, almost all other phymat features have a "value+ texture " setting, so i hope this could be added to the reflection too. it is not more or less non-physcial than the volume or refraction setting i believe.

336
"Is a reflection strength slider perhaps just a cheat to simulate imperfect surfaces"

+1

337
yes i have this in all scenes i work on.

try scenes that use cloners with instances/render instances/multi instances, those i use in any scene. i think hair triggers the same.

i think it is connected to some generators in the scene.

Stefan

338
dear all,

sorry for my maybe obvious question, but the more i work with the new physical materials,
the more i start to lack a direct control on the reflection intensity (other than lowering or raising the ior). 
mostly to lower the reflections a bit as i see in in real world products i need to recreate.

to all my understanding the IOR is MAINLY defining the falloff/fresnel curve of an material, not only the intensity of the reflection, so metals have a very different fall off curve than water which again is different to glass and so on ( as easy seen on https://refractiveindex.info/ ).

but atm i see no other way to tune the reflection intensity in the physical material, other than changing (raising or lowering ) the IOR value.
- do i oversee something important?
- is this really physical correct?
- aren't there materials in reality who have a certain fall of curve , like glass, but different reflection intensities? (lower than pure ior value would indicate p.e.)
- would it maybe be needed, to have an intensity slider i % or a value (ideally with texture slot) for the reflection, at least to lower it at least for artistic reasons i think this is important.

as example: seeing at real world glass products i think also reflection can very different for different products, and i assume they all have an ior of 1.5-1.6, not much lower.
so i feel a physical material still needs some way to set the reflection intensity independent from the fall off curve (ior)

what does the corona team or other users think on that?

maybe a "level" setting like in Volume tab,
or amount with a texture slot, like in refraction tab of the new physical mat would do it?

cheers
Stefan

p.s.: just to make clear i love the new Physical material,and the intention behind it. all i post is only trying to help to improve it:)

339
Hi

one thing i wondered since some time, why does the ipr start the rendering new when i only tune the tone mapping in the vfb settings? like burn, contrast, white balance etc?

to my logic these are more post effects that, at least for ipr not need to initiate a new render?

in special in bigger scenes this is annoying as one has always to wait a bit for each small tone mapping change until the image is re rendered in ipr.
would it be possible to change this behaviour so render would continue at the pass where it was, even though one changes some tone mapping settings?

thanks
Stefan

p.s this is in daily v8 (jan 7 build), but was also in v6

340
[C4D] General Discussion / Re: Further fate of the Legacy
« on: 2022-01-19, 12:58:21 »
"I hope we don't lose the legacy material. Sometimes it's necessary to make 'fake' materials that can't be made with the physical."

yes please, keep the classic mat as option!

341
[C4D] Daily Builds / Re: NaN Problem - latest Build
« on: 2022-01-11, 10:55:23 »
for me this seems fixed in the latest build from yesterday, thank you!
:)
Stefan

342
Hi,

i think i solved it, it seems somewhere in the scene vray was yet present (maybe as vray bitmap?), even though i used the corona scene converter.
after installing the latest vray also n that machines it works.

why does this affect v8?
in v6 it seemed to ignore such things/missing plugins

i might be great if the corona converter would be able to convert all vray things like vraybitmaps and convert to corona bitmaps maybe ? :)

343
Hi

i have a scene that crashes all time at render start on all pcs beside the one where  i made it.

all are on r25113 with latest corona v8 (20dec)
no missing textures

can i send you the scene and the bug report to look at?
i checked all in detail and cant find why it crashes, (it renders fine in r23 v6 on all machines i tested)

344
[C4D] Bug Reporting / Re: NaN
« on: 2022-01-04, 13:19:45 »
thanks!

345
[C4D] Daily Builds / Re: Slicer
« on: 2021-12-29, 13:52:25 »
maybe try a ray switch material with it (slicer in direct visible slot),
this probably should get the light untouched (in most cases at least, not if you cut away a part with a window opening)

other than that, as option, keep 2 copied one cut one uncut and use the corona compositing tag

Pages: 1 ... 21 22 [23] 24 25 ... 35