Author Topic: New Material Library Scale  (Read 4953 times)

2017-10-28, 22:15:47

jkcameron

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Quick question regarding the new materials, which are great by the way, is there a standard size reference for specific materials.  For example the wall paint, should we be using real world scale enabled?  I played around with it and it looks about right at 2mx2m but i could be wrong.  Sorry if this has already been answered, I briefly looked with no success.

2017-10-30, 10:13:00
Reply #1

subpixelsk

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Hi

for most materials 1,5m x 1,5m should work fine (walls,woods), however there are some (stones or some concretes) that would not look good at this scale (e.g. stones´s scale is smaller ca - 0,75m. I´ve had requests to make materials with real world scale in shader enabled so I might do this in next update for library

2017-10-31, 10:43:24
Reply #2

naikku

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I have to agree on this one.
Just yesterday looked into some materials. I took the first rubber on the list, applied it to a belt
on a conveyor and the bump was way out of scale. My thoughts were to take some materials
which I find handy, modify them to my liking and save to my own materials in Siger CMPP.

2017-10-31, 10:46:37
Reply #3

Dionysios.TS

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+1

Most of the material values are out of scale...

Dionysios -

2017-10-31, 10:51:08
Reply #4

subpixelsk

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I have to agree on this one.
Just yesterday looked into some materials. I took the first rubber on the list, applied it to a belt
on a conveyor and the bump was way out of scale. My thoughts were to take some materials
which I find handy, modify them to my liking and save to my own materials in Siger CMPP.

This may be caused by different units setup - materials are created in mm/mm setup, so when you use different unit setup, all procedurals are screwed and out of scale...in mm/mm bump noise on that rubber e.g. should be scaled correctly

2017-10-31, 10:52:36
Reply #5

subpixelsk

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+1

Most of the material values are out of scale...

Dionysios -

Which materials specifically? Have you tried them in mm/mm unit setup? If you mean procedural and in-shader values like absorbtion distance etc

2017-10-31, 13:07:57
Reply #6

naikku

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I have my scales at cm/cm.

2017-10-31, 13:32:14
Reply #7

subpixelsk

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That's explained then, we will have to work on correct scale between units

2017-11-06, 16:47:06
Reply #8

steyin

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Any way to have an option for Imperial versus Metric for library install?

2017-11-06, 17:36:16
Reply #9

3dboomerang

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these mat libs are always problematic since the scale is usualy to small as well - espeacialy when the material orb is like 20x20 cm large

looks good in detail, try getting it good for archviz on a scale of 20x20 METERS without tiling - these mats are prob good for interiors where you have objects "blocking" the tiling effect

there should be some distinct differences in the lib as far as im concerned, being usage for small scenes where tiling is allowed, like 150x150cm maps

next to this there should be exterior-viz materials + better testscene that's larger in nature and allows us to check for tiling - or the adding of testrenders so we can see a material in action for example... my 5 cents

A good example is Arroway who have 8000x8000 pixel maps (and larger) where you have real world scale of 6x6 meter for example

2017-11-07, 09:33:21
Reply #10

naikku

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Siger Concrete floors are also 5x5m and walls 12x3m.

2017-11-07, 10:17:51
Reply #11

subpixelsk

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Thank you guys for your input. I will try to fix these things in the next update