Everything related to http://resources.maxwellrender.com
User avatar
By Mattia Sullini
#191298
While setting up my mats today i have realized that enabling the map for the roughness channel doesn't disable the control in percentage. Maybe this happened before, either, but i guess i remember that enabling maps would make the value box become grayed...
Just wondered if this is a bug or not...even because i cannot figure out the precise way in which the two controls interact one with each other...
By Pierre Caron
#191314
It seems that the numeric value defines the roughness value of the white pixels in your map.
User avatar
By Mattia Sullini
#191329
To me is a bug, since the percentual value seem to act as a multiplier for the values in the map, meaning: value 50%, pixel value 50%, result 0,5x0,5=0,25 (25%). If the behavior is this, means that results are predictable only for extremes' values (1x1=1, 1x0=0, 0x1=0, 0x0=0...). I guess i am right since the results are predictable only when the Lambertian checkbox is on (1x multiplier).
this is definitively a bug...but could become something interesting if there would be the possibility to use the map in additive mode...this way i would not need to create a second BSDF layer for reflections (typically i use 2BSDF, one lambertian or almost, for the main color, and another one for specularities...)
User avatar
By hyltom
#191333
I think the bump map is here to define some zone of roughness, not some intensity...Personaly i understand it like that...maybe i'm wrong.
User avatar
By Mihai
#191365
It's not a bug, it's like Pierre Caron said, when you use a roughness map, the percentage acts like an upper limit for your roughness map.

This lets you change the material quicker and more exact how rough a surface should look without having to update the map. It also lets you use the same map in different bsdfs, which can have different roughness values.
User avatar
By Mattia Sullini
#191392
Uhmmmm....and what if the lowest value in the map is higher than the specified value? I can be wrong but to me seems that in this case the overall roughness is decreased, meaning that it has something to do with the black, as well....
For example: I have a grey 188 map, ok? Then i set the value to lambertian: in this case the result is compatible with a 50% rough surface. But if i set the value to 0% i get a mirror surface, meaning that the value makes the roughness drop to 0%.
The effect should be then similar to a multiplier, rather than a roughness "gamma" control...and is not that predictible, to me.
If the aim is to allow users to use a single map in several BSDF, wouldn't be better to add a brightness&contrast control in texture viewer? (and a lot of RAM on my computer, as well :wink: )
By Pierre Caron
#191418
It's just working another way but it's very efficient.
Keep in mind that the value is the maximum roughness value applied and that the pixel values in your map act as a percentage of this max value.
Let's say you set roughness value to 50. A RGB 255 255 255 in your map will give you a roughness value of 50 (50x100%) and a grey 128 (50% of 256) will give a roughness of 25 (50% of your 50).
User avatar
By Mattia Sullini
#191471
Ok, i understand...But, even if i agree this "feature" gives you onthego editing capabilities, they are still incomplete and require quite some imagination to predict the effects. I do not find this suitable for a definitive product, it looks much more like a trick, rather than a feature. Meaning: even if i can tighten a screw with the top of a knife, it would be better to have a screwdriver, right?
BTW, thanks for feedback, Mihai and Pierre :)
User avatar
By Mihai
#191480
Well it's more of a convenience feature, if you're looking for absolute accuracy, then ofcourse you'd be better off just editing your texture in Photoshop. This is more of a "could use a little bit less/more", so you don't have to edit the texture, you just lower the roughness value a bit.
User avatar
By Fernando Tella
#191487
I guess what Mattia is trying to say is that it could be more predictable if something like "Texture brightness" appears beside or under the roughness square when there is a texture working instead of just a number which you have to guess what it does.
User avatar
By Mattia Sullini
#191589
Something like that, Fernando. maybe a "brighter/darker" or "increase/decrease overall roughness".
What i am trying to explain with my poor english, is that this way of controlling roughness is "asymmetrical"...since 100% means "map as it is", and since every possible value must be lower than 100%, i can only darken the map, right? Why not to make possible to brighten it?
And since these settings concern the map, i would find natural to look for them in the texture viewer, right beside the "invert" checkbox.
User avatar
By hyltom
#191769
I really don't understand where is your problem here. Forget the roughness and take for example the bump control. If i follow you, when i create a bump map, i should take care of it's color intensity to control my bump value( i can not imagine what the map will look like if i want to have a 1% bump value)...that's a crazy idea. How many time should i edit my image in order to satisfy my requet? Personaly, i prefer to create my map that will defined how the bump or the roughness should look but keep the percentage as a control of its intensity.
User avatar
By Mattia Sullini
#191797
For what bump is concerned i agree with you, since the results depends on the difference between pixels, rather than their absolute value. With roughness in MW the things work in a very different way. The percentual value doesn't control the intensity of speculars (as if it was a weight control), it affects the roughness, that is really different. If i apply a 100% value to a map, what i get is exactly what i expected to get creating that map. Lowering this value makes the map darker, meaning that you affect material's roughness. So, lower values mean crisper (and not weaker) reflections. I would find it useful if it was a way of controlling speculars intensity, but is not so!
Sketchup 2025 Released

Thank you Fernando!!!!!!!!!!!!!!!!!!!!!!!!!!! hwol[…]

I've noticed that "export all" creates l[…]

hmmm can you elaborate a bit about the the use of […]

render engines and Maxwell

Funny, I think, that when I check CG sites they ar[…]