By dvsone1440
#377451
The properties of the inherent metal material seems to have changed quite a bit. I can not seem to keep it from reflecting a lot of light that I would not typically expect to see off of it. Even turning the roughness way up it still seems to have a lot of reflected light around it that seems unrealistic to me. In 2.7 it acted a lot more like I would expect and I am not sure how to get back to that look.
By JDHill
#377452
In V3, the Metal Character is using the so-called Material Assistant. So, there is no way to return to the previous behavior, except for creating MXM files; here is the previous logic used to build metals in the plugin, which is just basically a per-type list of Nd, K, and Reflectance 0/90 values, which get applied to a single BSDF (referred to below as "base"):
Code: Select all
if (character.type == "metal")
{
    double nd = 2.0;
    double k = 4.0;
    color metal0 = refl0.toRgb();
    color metal90 = refl0.toRgb();

    if (character.metal == "custom")
    {
        metal0 = refl0.toRgb();
        hsl metal90hsl = refl0;
        metal90hsl.changeLightness(0.15);
        metal90 = metal90hsl.toRgb();
    }
    else if (character.metal == "aluminum")
    {
        nd = 1.143;
        k = 7.135; 
        metal0.assign(167, 167, 168);
        metal90.assign(171, 184, 189);
    }
    else if (character.metal == "chromium")
    {
        nd = 3.21;
        k = 3.3; 
        metal0.assign(151, 152, 152);
        metal90.assign(237, 240, 246);
    }
    else if (character.metal == "cobalt")
    {
        nd = 2.142;
        k = 3.991; 
        metal0.assign(149, 144, 138);
        metal90.assign(234, 234, 232);
    }
    else if (character.metal == "copper")
    {
        nd = 0.802;
        k = 3.266; 
        metal0.assign(176, 132, 109);
        metal90.assign(210, 176, 160);
    }
    else if (character.metal == "germanium")
    {
        nd = 5.71;
        k = 1.5; 
        metal0.assign(154, 155, 144);
        metal90.assign(242, 243, 239);
    }
    else if (character.metal == "gold")
    {
        nd = 0.29;
        k = 2.67; 
        metal0.assign(209, 153, 32);
        metal90.assign(209, 153, 32);
    }
    else if (character.metal == "iron")
    {
        nd = 2.93;
        k = 3.0; 
        metal0.assign(150, 150, 150);
        metal90.assign(239, 239, 240);
    }
    else if (character.metal == "nickel")
    {
        nd = 1.97;
        k = 3.85; 
        metal0.assign(155, 146, 131);
        metal90.assign(234, 234, 231);
    }
    else if (character.metal == "silver")
    {
        nd = 0.121;
        k = 3.649; 
        metal0.assign(185, 185, 185);
        metal90.assign(255, 255, 255);
    }
    else if (character.metal == "titanium")
    {
        nd = 2.615;
        k = 3.609; 
        metal0.assign(128, 119, 112);
        metal90.assign(231, 228, 227);
    }
    else if (character.metal == "vanadium")
    {
        nd = 3.77;
        k = 3.004; 
        metal0.assign(151, 154, 160);
        metal90.assign(237, 240, 246);
    }

    base.name = character.name;
    base.roughness = character.roughness;
    base.nd = nd;
    base.k = k;
    base.forceFresnel = true;
    base.reflectance0 = metal0;
    base.reflectance90 = metal90;
}

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