- Wed Aug 04, 2010 5:07 pm
#328164
Here are three inconveniences I deal with.
1. Transparency with brightness 0% (no transmap, white color) doesn't work right no matter how you look at it. In C4D it looks the same as if Transparency were unchecked. In Maxwell, the transmission color seems to be based on brightness, so it's opaque there too. But instead of preserving the rest of the material, you get replaced Refl 0 color (gray I think, not that it matters), roughness 0, Nd 1. Pitch black. It's neither a useful nor accurate material, and I get it for almost everything, due to my workflow, unless I uncheck Transparency on every material that doesn't use it.
The plugin can already tell the material isn't supposed to be transparent. It doesn't produce a transparent material. The problem is it makes it smooth (and discards the Refl 0 color).
How about deriving roughness from Transparency brightness, similar to how transmittance color is? If you had a 50% transparent material then you wouldn't expect the opaque component to have roughness 0.
2. Transparency maps get converted as maps on transmittance. For reasons unknown to me, this doesn't work correctly in comparison to using the map as a layer opacity map:
http://www.maxwellrender.com/forum/view ... 97&t=34795
I don't know if transmittance maps are working properly or if there is some advantage to using them over layer opacity maps, but it is definitely tedious and error-prone to change all of these materials (copy transmittance map to layer, invert it, turn it off in transmittance, kill transmittance color).
also
2b. Reflectance 0 always seems to be gray with these materials instead of what it was (unless there was a diffuse map to override it). E.g. I tried to make a purple box with holes in it but the box is gray. I guess this just always happens when Transparency is checked.
3. Yesterday I loaded a .c4d file, a free car model from Dosch Design. It's supposed to be a red and black shiny car. It renders in Maxwell as a mirror. Its C4D materials mostly have Color, Reflection, and Specular checked. The converted material has "Gloss" and "Base" layers, but the roughness/Nd on both layers is 0/100 due to the Reflection. I don't think that makes any sense. If the code can determine that there IS a diffuse-colored "base," it should be left alone, and the conversion should have reflection either affect only the "gloss" layer (which does seem to happen currently), or obtain a new component just for high Nd reflection.
Otherwise I can't let the plugin process Reflection unless the material is truly meant to be a simple mirror.
The broad theme with 1, 2b, and 3, is that if the material is supposed to have a diffuse "Color" (or map) according to C4D, this should virtually always be preserved in the appearance of the translated material in Maxwell. And any code dropping roughness to 0 should raise alarm bells here.
Thanks for reading.
1. Transparency with brightness 0% (no transmap, white color) doesn't work right no matter how you look at it. In C4D it looks the same as if Transparency were unchecked. In Maxwell, the transmission color seems to be based on brightness, so it's opaque there too. But instead of preserving the rest of the material, you get replaced Refl 0 color (gray I think, not that it matters), roughness 0, Nd 1. Pitch black. It's neither a useful nor accurate material, and I get it for almost everything, due to my workflow, unless I uncheck Transparency on every material that doesn't use it.
The plugin can already tell the material isn't supposed to be transparent. It doesn't produce a transparent material. The problem is it makes it smooth (and discards the Refl 0 color).
How about deriving roughness from Transparency brightness, similar to how transmittance color is? If you had a 50% transparent material then you wouldn't expect the opaque component to have roughness 0.
2. Transparency maps get converted as maps on transmittance. For reasons unknown to me, this doesn't work correctly in comparison to using the map as a layer opacity map:
http://www.maxwellrender.com/forum/view ... 97&t=34795
I don't know if transmittance maps are working properly or if there is some advantage to using them over layer opacity maps, but it is definitely tedious and error-prone to change all of these materials (copy transmittance map to layer, invert it, turn it off in transmittance, kill transmittance color).
also
2b. Reflectance 0 always seems to be gray with these materials instead of what it was (unless there was a diffuse map to override it). E.g. I tried to make a purple box with holes in it but the box is gray. I guess this just always happens when Transparency is checked.
3. Yesterday I loaded a .c4d file, a free car model from Dosch Design. It's supposed to be a red and black shiny car. It renders in Maxwell as a mirror. Its C4D materials mostly have Color, Reflection, and Specular checked. The converted material has "Gloss" and "Base" layers, but the roughness/Nd on both layers is 0/100 due to the Reflection. I don't think that makes any sense. If the code can determine that there IS a diffuse-colored "base," it should be left alone, and the conversion should have reflection either affect only the "gloss" layer (which does seem to happen currently), or obtain a new component just for high Nd reflection.
Otherwise I can't let the plugin process Reflection unless the material is truly meant to be a simple mirror.
The broad theme with 1, 2b, and 3, is that if the material is supposed to have a diffuse "Color" (or map) according to C4D, this should virtually always be preserved in the appearance of the translated material in Maxwell. And any code dropping roughness to 0 should raise alarm bells here.
Thanks for reading.




