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Messages - gleelash

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Great tip Tom, thank you! Although to my inexperienced eyes so far Davinci can't load my sequence...in sequence. Files named 1 to 60 get inported as 1,2,3,4,5,9,8,6,7 etc...I manually re-aranged them. I'll get the hang of it though!

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Thank you very much, I have DaVinci installed, making the frame duration shorten created gaps between frames in the timeline. But I didn't ask for a tutorial on it, I just didn't handle the first use of DaVinci and that's on me.

Thanks for the replies. I'll look more into DaVinci and this should smooth out my experience.


3
[Max] Feature Requests / Re: The most wanted feature?
« on: 2016-04-07, 04:21:24 »
Please vote for the Disney PBR material. Not convinced? Heres my 2 cents:
4k & 8K PBR scans are coming. DDO / SubstancePainter and independents are churning them out. They come with a bunch of maps. The trend is inevitable, just like the touchscreen on our phones. Now, the maps come with AO, BUMP, DEPTH, GLOSS, HIGH GLOSS, NORMAL and ROUGHNESS. From the get-go you count more maps than you normally plug into Corona right? Here's is a free commercial use example in 4K:
http://real-displacement-textures.com/

I am sure there is a round-about way to use the maps. But it probably differs from map to map, takes a lot of testing, with huge textures. Not ideal if you use a lot of them. What about METALNESS? Configuring assets in a game-asset-type of production pipeline and taking them into 3ds Max / Cinema 4D in 4K or 8K to use sweet sweet Corona for ArchiViz? Again you can fake it a little but...it's probably painful. The GGX was spot on by the way. But it is kind of the tip of the iceberg so-to-say. And I have no idea about coding but Disney PBR is certainly in top 3 hardest to implement. But it's the thing that also blows the competition out of the water.

So let's just marry the two. 8K PBR scans have a place if Corona implements the insane bat-shit-crazy options of a Disney PBR. And if you don't know what that is, it's a shame to not think it over a bit before voting. Here is where you get started on the many possibilities offered by such material options:
https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf

Off Topic: Since I post once every 2 years, I would like to thank the guy who does the tutorials. That guy is simply the best. No other render software offered such an extensive view on how to be used. A million thanks.
 

4
GestaltDesign, your result seems like a good starting point.
Way better than my tests so far.

Keymaster, I'm rendering 3 human skulls off of a Z Brush model, with some modeled cracks, one frontal and some spinney ones aside (so it's not a symmetrical scene). Hope it is complex enough I scoured the internet to quickly model something but...not much in this world made out of platinum, gold or copper. I will render these "blindly" by sending them to a friend, the copper might feel a bit de-saturated, we'll see. I will update ASAP when there done tonight.

5
Well I did not buy the GGX shader for V Ray, but I can sure fake it. I'll prepare a scene, something "non trivial"(? like you could actually see it better in action on a metal bridge rather than jewelry?) with the 6 V Ray materials I talked about in my original post.

6
Can't provide the best comparison today BUT I did render in V Ray till my CPU reached about 93 degrees. Short video, the fact that the quality is what it is and you can still see the BIG differences between GGX and Simple is a plus for my crusade.

Sorry Keymaster, I'll get better stuff done tomorrow, on a friends machine. To be clear, the simple one has the most black and plain reflections, looks like it's made of candy wrapper-meets-chrome. And since this is the case, I just realized that the blending in Corona does not work, so I am getting the same simple chrome-like result. Well at least I figured something out.


7

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.

Yeah well like I said, mister Grant's method is great for result, bad for my CPU. Like I said mr. Talcik, I am not that great at this, I have been using V Ray for about 16-18 months, so a better method might be out there. Or buy the GGX kit, like people above stated. And since I'm a novice I didn't think mr. Warwick's method through so indeed I stretched the horizontal slides to be 0-1, didn't get that was a 0-90 degrees reference. Now I am left wondering what the result might look like.

3 materials in V Ray + different glossiness as stated in my post with the falloff map mentioned (need the blending to overlap shininess to create GGX and need it basically according to that curve, not everywhere, if that's a line not a curve then all we are doing is linear and whats the point, this curve blends the result of higher reflective angles). This is said curve:

But Keymaster, rendering those rings with GGX 3 way blend (to compare to simple) is literally overkill for my machine. Not only I have no GPU at the moment, as stated, my CPU goes to 96-98 when rendering. Yes, unfortunately, even in Corona. Need liquid cooling before I can do anything. I\ll definitely pop to a friend tomorrow to render some examples. I am willing to go to every length to get GGX for Corona implemented! It is that important!

I am happy to see I got some responses, from people I actually follow and whose body of work I respect so much. No names, you know who you are.

I WILL supply the any type of scene, as complex as Keymaster wants it, with this "calculated" fall-off 3 way blend gold and maybe some platinum or copper. 6 materials, 3 complex blends 3 simple for comparison. I JUST CAN'T render anything at the moment, so I apologize. Please message me if you want a scene with these materials, or to get my e-mail/facebook/skype for further info, if someone does not understand what the hell I kept on writing at 5:30 AM.

STILL my problem is: can't recreate that gold. OK no blending, but that fall-off seems nice. Useful. BUT still looks like chrome. I'll check mr. Talcik's post maybe I'm thick and I don't get his solution to it yet. I get stuck at that Fresnel IOR and the other field for diffuse. Tried using the fall-off as a map for Diffuse or Fractive (?) slots, but since I have no idea what those do...I'm still lost.

AN IMPORTANT NOTE to KEYMASTER: you removed the FAQ section explaining what every setting does, and I'm afraid my 3ds Max 2014 doesn't pop up anything so I am left blind. It's frustrating because I want to use Corona so badly it hurts. Someone please enlighten me how to get the pop up explanations while hovering in 3ds Max. Thank you.

Also please let me know how am I to bump up a metal shader's own color, since this Fresnel IOR business tends to create really dark spots on my renderings. I need to bump it's diffuse color to show, which is a bit of a hassle considering pure metals usually have 0 diffuse component, and since nature provided us with no such pureness, their diffuse component tends to be the amount of impurities it has, a very, very low fraction.

8
Hey guys, my first post.

About that custom BRDFs and GGX reflections, I gave it a go for Gold, since it may be trickier than non colored metals such as Platinum or Silver.

SUPER cool looking gold setup for V Ray. As you can see you need to overkill and blend 3 materials (or more) with different glossiness: 0.8 + 0.9 + 0.99. It's what I call the Grant Warwick BRDF (although he compiled it from others on forums, etc, all credit towards everybody, can't remember their names), I was not smart enough to create this method though I made something similar (yet crappier) years ago for Maxwell Render.
How does he do it?

1.Wikipedia Red + Green + Blue (see attachments.) Those gives us the wavelength of these colors. You can use min or max values, or equal them out. (for my gold I used max).

2.Then go to http://www.refractiveindex.info, plug that in with a 1/1000 modifier (nm units vs µm, so 450 becomes 0.45 in the Wavelength parameter of the website). Then select AU (GOLD) under BOOK ( I kept Rakic method ).

3.OK then scroll all the way down to REFLECTION CALCULATOR. Yeah it's a graph, only diff between it and max is that this one is from 0 to 1 up, 0 to 0.9 left-to-right. So I multiplied everything horizontally with 1.11111. Yes I am a freak. ONLY USE THE GREEN GRAPH.

 4.Use WARD not BLINN (better for metals). In your material reflection slot, use a FALL-OFF map, use the GREEN only graphs for the RED, GREEN and BLUE calculations. That will give you a custom RGB fall-off like in this picture. I tried to be as close to reality as I could, but please take everything with a grain of salt, don't over tweak it! Minute differences probably can't even be sensed. You got the values roughly to put in 3ds max, a 0.05 difference won't kill your production. Just remember the 1.111 multiplier horizontally since the website goes from 0 to 0.9 and max goes from 0 to 1. See below:


5.Ok you created a base custom BRDF. To get it to GGX status, since it's only a WARD now, blend 2 to 4 materials together. 4 might be overkill unless your machine is really into computing power. Make a V Ray Blend - change only the glossiness (BEWARE: Fresnel IOR turned off, you DON'T need it, you got a custom Fall-off born from physical calculations). So a 0.8 + 0.9 + 0.99 3 way blend should do fine. I used this as blend map:


So the result is:

_______________________________________________________________________________________________________________________________________

BOOM. GGX super shader for gold. I apologise for using mister Warwick's renders but since my video card exploded my 4770k goes up to 95 degrees so I can't render, I will use his scene:
This is the comparison, this is why you want a GGX and not a simple WARD:


6.I had slight problems recreating this with Corona, since I only got A6 literally 7-8 hours ago. But the script did translate to BLEND - 2 corona materials into a 2 way BLEND + another corona material. So I had all 3. So it looks like this:


Basically: BLEND-->BLEND-->Corona 1 glossiness minimum (still high, equivalent of V Ray's 0.8)
                                         -->Corona 2 glossiness medium  (still high, equivalent of V Ray's 0.9) 
                         -->Corona 3 glossiness medium  (still high, equivalent of V Ray's 0.99) 
So far so good, no problems, 3 gold materials with 3 different glossiness factors. Victory! But wait...

_______________________________________________________________________________________________________________________________________

What bummed me out:    

A. Can't turn off IOR. And it translated to IOR value of 999.999. That can't be right, since most specialised websites say IOR of Gold is 0.47. So yeah, minor tweaking. Copied a gold material presented on the forum for Corona with IOR of 100 (still can't be right...). So I need help here.

B. Reflection Color. I don't know why this is there. My custom RGB enabled Fall-off does a fantastic job, why do I need to add another color here? Feels a bit cheap and linear, when I put all that work for a calculated, really close to reality custom fall-off...  So I need help here.

C. For the blend map the falloff I made simply does not work.So I need help here.

Here are some screenshots of material previews so you can see what I'm saying here and maybe you can help me translate my bad-ass gold into corona:

1. Corona 3 way blend material: a.reflection level 0.95
                                                       glossiness 0.8
                                                       Fresnel IOR 4.7 and not 100 + Color + Fall-off RGB calculated above
                                                      b.reflection level 0.95
                                                       glossiness 0.9
                                                       Fresnel IOR 4.7 and not 100 + Color + Fall-off RGB calculated above
                                                      c.reflection level 0.95
                                                       glossiness 0.99
                                                       Fresnel IOR 4.7 and not 100 + Color + Fall-off RGB calculated above
2. Corona simple material: reflection level 0.95
                                           glossiness 0.8
                                           Fresnel IOR 100 + Color Black + Fall-off RGB calculated above     
3. Corona 3 way blend material: a.reflection level 0.95
                                                       glossiness 0.8
                                                       Fresnel IOR 100 + Color Balck + Fall-off RGB calculated above
                                                      b.reflection level 0.95
                                                       glossiness 0.9
                                                       Fresnel IOR 100 + Color Black + Fall-off RGB calculated above
                                                      c.reflection level 0.95
                                                       glossiness 0.99
                                                       Fresnel IOR 100 + Color Black + Fall-off RGB calculated above
4. Corona 2 way blend material: a.reflection level 0.95
                                                       glossiness 0.8
                                                       Fresnel IOR 100 + Color Yellow (as close as what my eyes tell me gold is)
                                                    b.reflection level 0.95
                                                       glossiness 0.99
                                                       Fresnel IOR 100 + Color Yellow (as close as what my eyes tell me gold is)

OK enough detailing, this is what they look like:

Off the bat:
Fresnel IOR can't be 1.47, it has to be as close to 100, but I feel is gets way too close for chrome so...I don't fancy it in my production. This fresnel IOR definately works way different than V Ray. But how much different?So I need help here.
Blending 3 different glossiness materials achieves absolutely nothing.2 and 4 look exactly the same. Except a longer rendering time.So I need help here.
A black color in the reflection lets my custom fall-off calculated map shade the reflections so yay! on that achievement.
A custom color in the reflection is very crappy when trying to produce real material shaders.

So you can use this custom fall-off calculated method in Corona Render A6, but still blending different gossiness materials results in nothing. So can't really mimic a custom GGX shader for materials, although the result is WAY BETTER in some ways compared to a simple WARD or BLINN. So you may not need to, although I grew accustomed to the level of control it offers.

I know this is a big ass post, I know at least some may find it confusing, but I know there people a lot smarter than me lurking on these nice forums, so help me put this together, so we can render unbiased REAL WORLD calculated METALS of ANY kind. I think this is important.

CONCLUSION:
That custom Falloff map that you can calculate on the website and recreate in 3ds max is really useful.
I am messing up something with my fresnel IOR or something, gold is no way near that close to chrome and my Camera IEV settings had to be dropped to -3 for this not to be nearly white renders.
I can't seem to blend 2-3 versions of the material to get that GGX flavored reflections, blending right now does nothing, all reflections are uniform which really pisses me off.
Here are some test renders, custom Falloff RGB calculated VS Simple Color in reflective slot, rest are the same: Fresnel IOR 100 / Level 0.95 / Glossiness 0.9:

Let's ignite this conversation! And please message me if I posted in the wrong section, I just wanted to show how you can achieve a GGX style shader in V Ray then translate that level of control to Corona which for now I simply can't. We can figure this out!

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