- Sun May 21, 2006 3:44 am
#155493
There are ofcourse still many improvements that can be done to the material system, there's no discussion about that. This is what software development is. I like to keep things in perspective, I mean with XSI's system until version 3.5 I think, people had trouble even applying a bumpmap properly, finding the correct nodes, and then connecting them in the right way. But once you get past the initial "shock" of doing materials with nodes, you realize what a great system it is, how flexible it is. Maxwell's system is much easier than that. Beta is still being mentioned but what if you wanted to make a glass with golden decorations for example? You couldn't. What about a pretty rough plastic which also has a glossy finish? You couldn't. Multi colored glass? You couldn't. Painted porcelain? You couldn't. How would you be able to make such materials with beta, without having to blend between two material types? So you would eventually end up with the ability to have several material groups, and blending between them via a weightmap. This is what we have now.
How would you make these kinds of materials for other renderers? You have no problem understanding the complexities there, which are often more difficult to grasp, yet you refuse to understand Maxwell's system, simply because it's not like beta.....it can't be like beta when we also need more flexibility. But the material wizards which will be improved is a way for you to keep working like in beta, if this is all you need. All I'm trying to do is help understand the real system because sooner or later you will need it's flexibility.
How would you make these kinds of materials for other renderers? You have no problem understanding the complexities there, which are often more difficult to grasp, yet you refuse to understand Maxwell's system, simply because it's not like beta.....it can't be like beta when we also need more flexibility. But the material wizards which will be improved is a way for you to keep working like in beta, if this is all you need. All I'm trying to do is help understand the real system because sooner or later you will need it's flexibility.
But how do you decide which part of light is glossy, and which is simply diffusely reflected? When does one part become the other? Is that how they measure materials in real life? Do you have a certain steel being officially defined as, 30% glossy and 70% reflective? I don't think so. I guess the total material reflectance is the reflection color chip. With the roughness setting you decide in what way that light is reflected. But seeing as how many materials which we think are homogenous are really a mix of different materials, with different reflective qualities, you have to use a mix of different bsdf's. You won't get a totally accurate material, but at least now you have a chance to get much closer than with the beta system. If we really wanted total accuracy we would need to get a bsdf measurement of the surface with a gonioreflectometer, then use that measurement to drive a bsdf material in Maxwell....not many people have access to such a device, and Maxwell can't currently use custom bsdf measurements, but who knows in the future that might be yet another posibility.But what about the materials. If I wanted to create for example a white paint finish with 30% gloss and a total reflectance of say 70%, it would be trial and error until I get the correct look. Where's the physical correctness in this? How are you supposed to define a physically correct material if such a basic property as total material reflectance is pure guesswork.
Last edited by Mihai on Sun May 21, 2006 3:57 am, edited 1 time in total.
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