INDIA
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Inspiration for Material Editor
Hello Emmanuel sir, May be this thing I am talking is already discussed someone or you ignored, but I like to see some comments about it. I like to talk about an advanced material editor which is able to create different shader based object in the scene. I think more controllable in materials make the scene become realistic. Like different wood furniture's have different specular level and depth(For example a wooden chair(fully polished),wooden door(fully polished), wooden sculpt(roughly polished) and a wooden flooring(smooth polish) have different reflection level). This is the idea in my mind. Background settings. A user needs to go this way. try to express idea in flow-chart. I apologizes for my mistakes English. :: sample slot object I used .
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INDIA
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Re: Inspiration for Material Editor
I belives shader customization can reduce the load of object tweaking and the scene look more realistic.(OBJ and most other file formats does not store any shaders inside on it. Then how a user can use it.?).I am not requesting all the functions from sunflow. If admin and other main members feels its a crap then please let me know..
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[Edit 1 times,
last edit by sree.arun.kr at Aug 10, 2014, 7:56:43 PM]
France
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Re: Inspiration for Material Editor
Thanks for your proposal. I don't think it's crap, it's just that it probably won't happen before a very long time, simply because you can make most of these adjustments in other 3D software before importing furniture, and many other features are more important / awaited. At the opposite, I tend to think that the current settings render objects too shiny very often, and wonder if I shouldn't reduce at least default shininess to a much lower value. But I should rather start inverting in Yafaray, shouldn't I?
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Emmanuel Puybaret, Sweet Home 3D creator
INDIA
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Re: Inspiration for Material Editor
May be I cannot fully open my mind.I don't know.. OBJ material editing settings is added to give feels like a Normal material editor requirement.
many other features are more important / awaited
I don't get you.
The current settings render objects too shiny very often
In the current photo render settings pre defined samples affect scene that produce the white spot. Adding more samples or choosing a different shader instead of mirror shader (or somthing) can reduse it. (:Affect the rendering time. But now users required quality, time is compromisable becuse of advaned technologies in graphics). I forgot the exact setting someware I solved similar issue . May be the samples settings is not defined in image settings image { resolution x y aa 0 2 samples 12 filter blackman-harris } or in sunsky or IBL settings.
But I should rather start inverting in Yafaray, shouldn't I?
Sorry, complicated English. I don't understant..
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INDIA
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Re: Inspiration for Material Editor
sunsky- samples 128, ibl- lock false, samples 200 are recomented from developer . Ya it smooth and reduce the reflection size but 2-3x time to render. Indsead of tweaking sunsky and IBL samples use samples in image property . image { resolution x y aa 0 2 samples 46 filter blackman-harris } Ya its also affect rendering time but slightly 20%-30% less usage than sunsky and IBL. But have a good advantage is add more samples like 60-80 and change anti-aliasing sample to box/triangle and its value min=0, max=1 to save rendering time. [Tried only in one scene need some more time to confirm.]
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INDIA
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Re: Inspiration for Material Editor
Once again lets talk about white spot.
At the opposite, I tend to think that the current settings render objects too shiny very often, and wonder if I shouldn't reduce at least default shininess to a much lower value.
See the below image render in SH3D and here is some test results render in sunflow 0.7.2. Comparing these images in different lights and shader settings. 1. Gi ambocc only 2. Sunsky light only 3. Ambocc+Sunsky 4. Ambocc+Sunsky+IBL 5. Here phong,shiny and mirror shaders produces different reflection when using ambocc+sunsky (lower than one reflection does not produce white spot). increasing reflection one to ten again increasing reflection ten to fifty 6. Phong reflection is works in SH3D so comparing this shader in different values and the same reflection produced in SH3D [Reflection is smoother because SH3D AA 1,2 and sunflow AA 0,0. Also gi path/ambocc +sunsky+ ibl+ point light(fake sun)] Conclusion: in phong shader reflection lies in between zero and one. Sunflow wiki manual(page17) says we can go beyond one for the reflection but will produce strange issues. I think it can be solved by switching through shaders in background when increasing reflection slider. ie: Start with diffuse then phong at spec 0.01 to 10 then switch to shiny reflection 0.1 to 1 then mirror shader 0.2 to 1 while increasing shininess slider. I hope, I explained it correctly.
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(2874 bytes)
(Download count: 1124)
(Sunflow scene.)
INDIA
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Re: Inspiration for Material Editor
Start with diffuse then phong at spec 0.01 to 10 then switch to shiny reflection 0.1 to 1 then mirror shader 0.2 to 1 while increasing shininess slider. I expect for shininess, phong shader is using(not uber). Or there is a second way by reducing specular color from white to black. same as above but IBL is turned on:
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