All posts related to V2
By jespi
#353759
Fernando Tella wrote:I don't think it's a bug. I think the key of the problem is in the lightness/darkness of the maps applied that are creating an strange colouring of the highlight of the sun.
To create a nice wood I suggest to, on that BDSF, just map the roughness and leave refl 0º to mid grey, refl 90º to white and Nd around 1,7

I guess you are having a similar problem (excess of mapping :P ) in the brick material.
Yeah, that's the way the material wizard will compose the layers if you choose Wood. But I learned from Verta's video about materials that, in order to not to make your materials look pale It's recommended to use BW textures in the reflective layer. So I bet this issue only happens with Sun light.

But anyway, thanks a lot Fernando and everyone for helping me to solve this out!

Good night from Bilbao,

josé
By jespi
#353760
m-Que wrote:Btw, in your last screenshot, the noise is still visible in preview window on the the brick wall, so perhaps there might be something else.
Yes, in that screen shot I only disabled the reflective texture on the wood material, the brick one has all the textures in the reflective layer. So the issue has to be with using textures in the 0º and 90º in the reflective layer.
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By Fernando Tella
#353763
jespi wrote: Yeah, that's the way the material wizard will compose the layers if you choose Wood. But I learned from Verta's video about materials that, in order to not to make your materials look pale It's recommended to use BW textures in the reflective layer. So I bet this issue only happens with Sun light.

But anyway, thanks a lot Fernando and everyone for helping me to solve this out!

Good night from Bilbao,

josé
I think it's nice to use maps on every channel you want, but not any map. I made a small test using the same map for roughness, refl 0 and refl 90 and the results are similar to what you get. Think about it: where map is black in roughness (shiny) you are also making it black to refl0 and 90, so you are killing any shine; and where roughness is white (very diffuse) you are also making refl0 and 90 white, so those areas are washed out and getting that grey look.
It would work better if you use one map in roughness and the same but inverted in refl0 and 90 reducing contrast and darkening it a bit.
By jespi
#353764
Fernando Tella wrote: ....It would work better if you use one map in roughness and the same but inverted in refl0 and 90 reducing contrast and darkening it a bit.
That's the way the wood material is made. If you take a look at the screen shot, you can see the roughness channel has the same texture as refl0 but inverted.

http://dl.dropbox.com/u/26415033/Screen ... 0%20AM.png
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By Half Life
#353766
The way the roughness is set up here, the roughest parts (ie white areas of the map) are 10% rough and anything darker than pure white is less than 10% rough.

This is extremely reflective.

Also notice your map lacks the full range of values, being largely dark-grey or black (pure black being 0% roughness) -- so this makes the problem worse.

Even at a 20% ratio in BSDF blending you will still end up with 20% of the surface being way too reflective (almost mirror level reflective)... on top of that you have a high Nd which makes it more metallic in its reflective qualities.

Also, I understand the avoidance of additive mode, but it is a better/simpler solution in cases like this.

If you care to send me the MXM (with the textures) I can work up a version for you as an example of what I think would be better.

Best,
Jason.
By jespi
#353769
Half Life wrote:The way the roughness is set up here, the roughest parts (ie white areas of the map) are 10% rough and anything darker than pure white is less than 10% rough.

This is extremely reflective.

Also notice your map lacks the full range of values, being largely dark-grey or black (pure black being 0% roughness) -- so this makes the problem worse.

Even at a 20% ratio in BSDF blending you will still end up with 20% of the surface being way too reflective (almost mirror level reflective)... on top of that you have a high Nd which makes it more metallic in its reflective qualities.

Also, I understand the avoidance of additive mode, but it is a better/simpler solution in cases like this.

If you care to send me the MXM (with the textures) I can work up a version for you as an example of what I think would be better.

Best,
Jason.
Thanks Jason for the deep explanation. I think I'm starting to see where the problem is. If you tell me your mail I'll send you a dropbox link to the material. Thanks in advanced.

josé
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By Half Life
#353774
I sent you a pm with the link for the modified MXM's -- I gave you 2 versions, the first is for "raw" boards that you might typically see used for siding on houses, and the second would be a sanded/sealed version you might typically see in used flooring and furniture.

If you have any questions feel free to ask :D

Best,
Jason.
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By Half Life
#353775
Also for good measure here's another variation -- I think of this one as rougher wood that was sealed but as has been a bit worn/aged over time.

Just to show that you can use the maps in various configurations and all are valid.
Fac Wood.C1_sealedworn.mxm.zip
Hopefully that gives you some ideas for the future.

Also here's what the "official" one will look like when I finally get these done: http://www.maxwellrender.com/forum/view ... 49&t=38364
Fac Wood.C1_official.mxm.zip
Best,
Jason.
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By Fernando Tella
#353783
Half Life wrote:The way the roughness is set up here, the roughest parts (ie white areas of the map) are 10% rough and anything darker than pure white is less than 10% rough.
Ooops!, I overlooked that number. Good eye Jason!
By jespi
#353787
Thanks a lot to Jason, Brian and Fernando for taking the time to look into my issues. I really appreciate that guys!.

@ Jason and Brian: I've been "studying" your materials solution and while being different approach both of them works pretty good. Jason, I've to admit that I'm not very used to use additive mode because of the noise sometime It will produce, but I'll start to use it in cases like this one.

So again, thanks to everybody,

josé
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