Author Topic: Why Is the New PBR Better?  (Read 3503 times)

2021-01-02, 20:20:20

BigAl3D

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Are there any examples of why the new PBR system is superior than before? Just curious. Seems like a major change and wanted to understand it better. Thanks.

2021-01-02, 20:23:55
Reply #1

BigAl3D

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I found this blog post that does a pretty good job of showing the features that are being developed.

https://blog.corona-renderer.com/merry-christmas-2020-coronauts/

2021-01-04, 18:25:05
Reply #2

maru

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Please see this forum thread for some basic information about the features of the new material and the differences compared to the legacy one:
https://forum.corona-renderer.com/index.php?topic=31802

In short:
- it does not allow users to create fake materials (materials that are not possible in real life like plasti-metal)
- it looks better (since the materials are more physically accurate)
- it has new features (like the sheen parameter or anisotropic refraction)

We will definitely create a proper guide with examples for our helpdesk and the V7 release blog.

2021-01-04, 21:27:47
Reply #3

rafaz

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Happy NY to everyone!

I just want to say that so far so good with the new PBR system, I really like the presets!!! It would be nice to have more of those, it definitely speed up work process.

Keep up the good work!! 

2021-01-04, 23:36:21
Reply #4

Cinemike

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I just want to say that so far so good with the new PBR system, I really like the presets!!! It would be nice to have more of those, it definitely speed up work process.

A Czech renderer definitely needs a Pilsner preset!
Well, liquids in general.

2021-01-04, 23:37:36
Reply #5

davemahi

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Please see this forum thread for some basic information about the features of the new material and the differences compared to the legacy one:
https://forum.corona-renderer.com/index.php?topic=31802

In short:
- it does not allow users to create fake materials (materials that are not possible in real life like plasti-metal)

I can understand that logic, but I have always found not being able to cheat shaders out of real world is a big problem for 3D artists.
To get realism you have to break the rules in CG (my opinion). You will always lead to a situation in a render where you say "well this is physically right, but something looks off"
Then you will be stuck with these basic PBR controls.

I don't think the renders in your example page (https://forum.corona-renderer.com/index.php?topic=31802) look all that great, even a bit more CG than usual. I loved Corona for how the materials looked compared to other renders. I hope the PBR look improves.

Dave.

2021-01-05, 04:12:03
Reply #6

BigAl3D

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I guess to add to Dave's post, when on a deadline, sometimes doing things the "real" way will take too long to set up and too long to render. I always find a way to cheat for the right look.

2021-01-05, 12:38:13
Reply #7

lollolo

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Please see this forum thread for some basic information about the features of the new material and the differences compared to the legacy one:
https://forum.corona-renderer.com/index.php?topic=31802

In short:
- it does not allow users to create fake materials (materials that are not possible in real life like plasti-metal)
- it looks better (since the materials are more physically accurate)
- it has new features (like the sheen parameter or anisotropic refraction)

We will definitely create a proper guide with examples for our helpdesk and the V7 release blog.

I followed this thread and I think the PBR material looks amazing but the old is amazing as well. So I would be interested to see "before and after". Old and new material directly compared.

2021-01-05, 14:55:46
Reply #8

burnin

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a thought on Plastic-Metal and why PBR is Better

Oh, it's done faster, better and fake shit looks so real one can 'smell' it.
Now, the great thing about PBR is, it's our common ground!
Think! No more: "Je ne sais quoi."
Simply use referenced physical properties on a single material.
Don't be bothered anymore, make your client happy.
Voila!

Really wanna know? Get experienced - Exercise in perception.

2021-01-06, 19:20:28
Reply #9

ja_brzoza

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I'm trying the new Physical Material in C4D. As far as I can see the reflection IOR is linked with the refraction. Is there a way to limit the amount of reflection, but don't change the refraction? It is a realistic situation as when you take a photo and use polarizing filters you can limit the amount of reflected light. Is it possible to achieve this with PBR material?

Best,
Lukasz

2021-01-07, 09:36:50
Reply #10

Barendby

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I cannot find help files on this material, is there any that I am missing?
I am used to adding a reflection color or material, is this now completely removed?
Is the only way to adjust the reflection the IOR?

2021-01-07, 15:12:14
Reply #11

maru

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I cannot find help files on this material, is there any that I am missing?

The material is only available in a daily build. This means that it's experimental and may change many times before the final release (its UI and functionality may change, and new features may be added). We usually release help files only when a feature is finalized. You can find some basic information in the 1st post here: https://forum.corona-renderer.com/index.php?topic=31802

We will create proper guides and meanwhile I am collecting frequent questions for a FAQ. Stay tuned.

2021-01-07, 16:36:40
Reply #12

Cinemike

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While I love the new Physical material in general, I think checkboxes for Bump and Translucency are necessary. Always turning the effect to 0 for testing purposes is tedious and I tend to forget my earlier settings ;)

2021-01-08, 07:05:14
Reply #13

Barendby

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I cannot find help files on this material, is there any that I am missing?

The material is only available in a daily build. This means that it's experimental and may change many times before the final release (its UI and functionality may change, and new features may be added). We usually release help files only when a feature is finalized. You can find some basic information in the 1st post here: https://forum.corona-renderer.com/index.php?topic=31802

We will create proper guides and meanwhile I am collecting frequent questions for a FAQ. Stay tuned.

Thank you!!

2021-01-08, 10:44:48
Reply #14

burnin

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About IOR in Physically Based Rendering workflow,

Ideally, every medium defines behavior of light transport differently (c - light speed). So with PBR in works, IOR isn't a surface property (there's no surface anymore). What we've got here is a volume boundary. And to describe/define it, we need a 'Volume Priority' feature. Because w/o it, it's quite tedious & counter productive to make proper behaving scene. While on the other hand, one can simply model a solid/volume/medium with anti-reflective properties (lower IOR) as in real world.
That's unless developers decide to also tackle "Layered material", making it additive. Which, if my speculation is correct, could possibly bring closer a feature to stack Volumes. Making a whole deal even easier. :)


PS
Light polarization is a different phenomena. See: "In the light of Polarization" (source @ Eclat Digital)