Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Feature Requests => [Max] Resolved Feature Requests => Topic started by: blank... on 2016-11-13, 14:57:47

Title: "Reverse" reflection and glossiness values in materials
Post by: blank... on 2016-11-13, 14:57:47
Considering new PBR workflow "reverse" reflection and glossiness values in materials, reflection to 1 and glossiness to 0.
Title: Re: "Reverse" reflection and glossiness values in materials
Post by: romullus on 2016-11-13, 16:11:54
While i could agree about reflection, but setting glossiness to zero, makes... zero sense to me. I make vastly more materials with glossiness 1 than with glosiness 0. In fact i can't remember if i ever created material with zero glossiness.
Title: Re: "Reverse" reflection and glossiness values in materials
Post by: Fluss on 2016-11-13, 16:22:30
So, all that is needed is to split the difference.. Set it to 0.5 :)
Title: Re: "Reverse" reflection and glossiness values in materials
Post by: blank... on 2016-11-13, 16:36:16
While i could agree about reflection, but setting glossiness to zero, makes... zero sense to me. I make vastly more materials with glossiness 1 than with glosiness 0. In fact i can't remember if i ever created material with zero glossiness.

But with the new PBR materials you get perfectly shiny polished material with glossiness set to 1, other then a mirror I don't think I ever created such a material.
I was just about to suggest the same thing as Fluss did, maybe not zero but 0.5, nice and reflective but not super polished.
Title: Re: "Reverse" reflection and glossiness values in materials
Post by: romullus on 2016-11-13, 17:16:59
Old or new PBR it doesn't matter, but for glass, liquids, coatings i always use glossiness 1, and in ~80% other cases, my glossiness is mapped, so no, i wouldn't want 0, 0.5 or 0.25. Value of one is perfect for me ;]
Title: Re: "Reverse" reflection and glossiness values in materials
Post by: Ondra on 2016-11-13, 22:04:27
as ludvik explained elsewhere (albeit quite harshly), this setup would result in huge slowdown when rendering materials that do not need glossiness. We will wait with bigger conceptual changes for corona PBR shader.