- Fri Jun 16, 2006 6:26 pm
#161952
The Beta scene wasn't any faster to set up than the V1.0 scene. For the V1.0 all I did was use the material wizard and re-created the materials for what they were, it's pretty intuitive actually.
Diffuse creates 1-BSDF with a 90 degree roughness. Apply your diffuse map and bump map and you're done.
Plastic creates 2-BSDF layers, one lambertian (Tom and Mike seem to be at odds on whether or not this should ever be used) and one that's shiny. I think it's pretty obvious which is the diffuse and specular layers. Apply diffuse map, specular map, bump map and you're done.
Metal creates the actual metal. You're done.
Emitters take a little work, granted, but it's not hard.
Honestly, what is the big deal? If you liked the Beta materials, use the wizard and just a wee bit of brian power and it works.
Yes, these materials are pretty simplistic compared to what the material editor can now do, but in the grand scheme the Beta materials were pretty simplistic themselves. You're getting exactly what they are.
See what's happening, I'm being drawn into an argument over this. I don't want to become one of those people (and I didn't try to steal your thread RonB), but how many times has this question been asked? How many times have both sides given their answer? How many times have both sides called the other side's answer wrong? No matter what they say it's going to keep going.
And I would do a better comparison of gigantic entry great room if I could, but I never made one in Beta, I was still learning. If anybody wants to furnish me with a copy of Beta, the scene files, all the materials, I'll gladly take a crack at recreating the scene and rendering both and post times, sampling levels, all that fun stuff. I'm not trying to aggravate the argument, but I am willing to help settle it.
dual opterons 2.8ghz, 3gigs ram, 3ds max 7