- Thu Jun 29, 2006 12:26 am
#165545
About Lambert:
It's actually faster, cleaner, assuming that you're not using overly-bright values. However, I have often said that you should not use Lambert mode as it is distinctly unphysical looking. What I should have clarified is that you shouldn't use a SINGLE LAYER Lambertian as a material, unless you want rubber, for which it seems perfect. Even then a second layer is great.
A dual layer material, with one layer lambertian, and a "sheen" layer of varying intensity is great for any non-metal surface, like cloth, plastic, wood, etc. The choice between using Additive and Normal blending modes for those materials is personal preference, but many times, additive provides a better blend.
The problem with a lot of archviz renderings I see here is that they use single layer Lambertian materials, and the whole image looks irreperably fake as a result. Personally, my concrete and bricks are dual layer, with one lambertian (color) and a sheen layer, weightmapped. The fall-off nature of the sheen layer reintroduces shading characteristics that Lambertian mode doesn't have.
As soon as you uncheck Lambertian, you're in "metal" mode. If you made two identical materials - dual layers with a sheen - but substituted one Lambertian layer for a roughness 99 layer, you'd see immediately the difference between Plastic and Metal.
For my carpaint, I use roughness 99 base (or lower) with a 2nd BSDF for sheen, because the paint itself is metallic. This is how I did R2-D2's body and dome paint, for example, because they're both metallic-based auto body paint. But for knobs and switches, which are plastic, I use a base Lambertian with low-roughness sheen. Cloth I use dual layer, as well, Lambertian with a high roughness sheen layer on top. Only pure metals, or purely metallic-based materials, or glass/transparents do I use Roughness control for.
_Mike
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