- Mon May 22, 2006 9:48 am
#155785
Mihai thanks so much for the explanation you gave it was something that was desperately needed for those of us who haven't extensively studied materials and the complex manufacturing processes that make up the objects in our world.
IMHO we've gotten way to technical with this new layer system and NL has taken this physically accurate theory way to far to the point that it's actually making their already crippled render engine even more difficult to use. I understand the need to be able to create realistic textures, but no one cares if it's totally realistic from every angle. I also agree that the material editor and sample materials seem to have been to heavily influenced by A-team members that work in the product design field. I can see why you would need all these different settings; however the Architectural field of illustration really has no need for such precise descriptive materials which is why most of the people who liked the beta are working in that area.
I'm also confused as to how these materials are "more physically accurate" than the beta, you've definitely complicated the material creation process but over complication doesn’t necessarily equal more realistic. For example to create a plastic material two BSDF layers are needed and each one requires that you adjust reflectance, transmittance, attenuation distance, ND, roughness, and the weighs of each. All of these parameters have their own values, but how does one determine what the roughness value should be, or the attenuation distance? The answer is you guess, and you use your eyes to tell you that yes this material looks right or no it doesn’t. At this point you have completely lost all physical accuracy and you going on what looks good to you. The material that you have just created has no relation to a real material other than it looks similar, and if that is the only parameter that matters I have to ask why this system is better than the beta? I agree you can make more materials with this system, even some that don't exist, but at what cost, and does this actually put us past where we were with the beta or farther behind?
IMHO we've gotten way to technical with this new layer system and NL has taken this physically accurate theory way to far to the point that it's actually making their already crippled render engine even more difficult to use. I understand the need to be able to create realistic textures, but no one cares if it's totally realistic from every angle. I also agree that the material editor and sample materials seem to have been to heavily influenced by A-team members that work in the product design field. I can see why you would need all these different settings; however the Architectural field of illustration really has no need for such precise descriptive materials which is why most of the people who liked the beta are working in that area.
I'm also confused as to how these materials are "more physically accurate" than the beta, you've definitely complicated the material creation process but over complication doesn’t necessarily equal more realistic. For example to create a plastic material two BSDF layers are needed and each one requires that you adjust reflectance, transmittance, attenuation distance, ND, roughness, and the weighs of each. All of these parameters have their own values, but how does one determine what the roughness value should be, or the attenuation distance? The answer is you guess, and you use your eyes to tell you that yes this material looks right or no it doesn’t. At this point you have completely lost all physical accuracy and you going on what looks good to you. The material that you have just created has no relation to a real material other than it looks similar, and if that is the only parameter that matters I have to ask why this system is better than the beta? I agree you can make more materials with this system, even some that don't exist, but at what cost, and does this actually put us past where we were with the beta or farther behind?