Mihai wrote: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.
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.
Then you need to have a re-think:
http://www.alanod.com/opencms/sites/ala ... index.html
http://www.coleparmer.com/techinfo/tech ... rement.htm
I fully accept that tons of thought has gone into the material system we now have. But I do think that its been too heavily influenced by the requirements of the artists in the A-team. I'm not saying that this level of flexibility isn't a good thing, it is. Its just that I'm not an artist and I want simple materials that look real. The main attraction for me initially was simplicity of set up and real looking materials, and the former at least is gone. I agree that real looking materials are still possible, but its so much more work and involves test render after test render to get a simple material looking right. I'm an engineer who needs the occasional product visualization. I don't want to spend hours just to get a paint material to look and behave like paint.
Say for example I'm designing a prototype that will be epoxy powder coated white. I know from the specification of the paint that its total reflectance is for example 80% and that say 10% of this will be specular. Lets ignore the roughness aspect for a moment and consider setting this material up in the Beta: Plastic, diffuse 0,0,184. specular 0,0,20. How did I arrive at this? Well, 80% of 255 is 204, and 10% of that is 20. Now the total of diffuse + specular should't exceed 204 so the diffuse component must equal the total minus the specular, or 204-20=184.
Now the same thing in V1. Create a two layer bsdf, set 1 to lambert, reflection 0,0,184, weight 90. Set the other layer to 0 roughness (we're ignoring roughness remember) reflection 0,0,20, weight 10. No thats not right, the specular component isn't visible. What about setting the lambert layer to 0,0,255, weight 72 (90% of 80%) and the other layer set to 0,0,72 (255/(28 / 8 ) weight 28. Much closer, but what about if I..... and so on and so forth.
You see I don't see how the material values relate to real material values, am I on the right track? Please tell me, I just don't know.
There was also talk of using maxwell as a lighting analysis tool a while back, has that been shelved? I ask because accurate lighting analysis requires setting materials with real world behaviour. Maybe the 'material info' button will fill the role, eh?