New beta available: PBR, microfacets, Disney, Fresnel and tutti quanti

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Comments

  • PhilWPhilW Posts: 5,145

    I am very interested in this development - but I'm going to have to leave any testing of it for a week or so, I don't want to get ditracted from the latest project I am working on.

  • 3drendero3drendero Posts: 2,024
    edited March 2018

    First test render attached:

    -Carrara 8.5 Pro, Win 10, using the preset "3 point light" rendered at higher resolution
    -Just added one new PBR shader according to the instruction in the post here https://www.daz3d.com/forums/discussion/comment/3458691/#Comment_3458691
    -Used the 4K maps from this free material: http://www.cc0textures.com/post/172272520412/paving-stones-08

    /EDIT
    Looks flat, seems like a missing normal map.
    The picture is in the post, but not mentioned in text, that the normal map should be added as a texture map too.
    Added the correct render too now.

    3point_preset_PS4K_02.png
    1600 x 1200 - 531K
    3point_preset_PS4K_03.png
    1600 x 1200 - 804K
    Post edited by 3drendero on
  • 3drendero said:

    /EDIT
    Looks flat, seems like a missing normal map.
    The picture is in the post, but not mentioned in text, that the normal map should be added as a texture map too.
    Added the correct render too now.

    Sorry about that. I plan to make a proper documentation, but I've never been good at it crying

    I must say that, if anybody is willing to help on that subject, he or she would be more than welcome.

    An other thing. This picture illustrates the main difference with Carrara native shading, that is Fresnel effect for rough material.

    If you look a the bottom of the two blobs, you'll see some highlights where light is grazing at the object.

  • 3drendero said:

    Thank you for that

  • PhilW said:

    I am very interested in this development - but I'm going to have to leave any testing of it for a week or so, I don't want to get ditracted from the latest project I am working on.

    I'm looking forward to it. I enjoyed our collaboration on the hair convertor.

    Meanwhile, I wish you all the best on your new conforming hair products. The first one is really impressive. I'm sure I would have bought it if I were buying G3 or G8 stuff.

  • head wax said:

    thanks Philemo

    it's heart warming when geniuses (alt genii) like yourself are on the good side :)

     

    blushblushblush

  • PhilWPhilW Posts: 5,145
    Philemo said:
    PhilW said:

    I am very interested in this development - but I'm going to have to leave any testing of it for a week or so, I don't want to get ditracted from the latest project I am working on.

    I'm looking forward to it. I enjoyed our collaboration on the hair convertor.

    Meanwhile, I wish you all the best on your new conforming hair products. The first one is really impressive. I'm sure I would have bought it if I were buying G3 or G8 stuff.

    Thanks - the next one is close to being finalised and the first has done very well.  So I owe you!

  • 3drendero3drendero Posts: 2,024

    Added the displacement map in the displacement shader as a texture map.
    Way too much displacement, but it is a beta test...

    3point_preset_PS4K_04.png
    1600 x 1200 - 860K
    dispmap.JPG
    709 x 399 - 45K
  • Maybe the amplitude is set too high. It's small object (5 inches wide). Default value for displacement is too high for something that small.
  • With a 5mm (1/5 inch) amplitude, it looks much better

    disp.png
    1600 x 1200 - 809K
    amplitude.PNG
    349 x 181 - 16K
  • An another example in exterior with HDRI

    exterior.png
    1600 x 1200 - 2M
  • HeadwaxHeadwax Posts: 9,987
    Philemo said:

    An another example in exterior with HDRI

    wow that's amazing Philemo.

    tell me, does this make renders more photoreal - can it be used for NPR do you think?

     

  • head wax said:

    wow that's amazing Philemo.

    tell me, does this make renders more photoreal - can it be used for NPR do you think?

     

    It's compatible with NPR (see attachment).

    As for making renders more photoreal, it all depends on the quality of the material.

    NPR.png
    1600 x 1200 - 2M
  • Bunyip02Bunyip02 Posts: 8,613
    edited March 2018

    Once you get the hang of entering the correct textures in the correct spot it gets to be fun doing it. Many thank-yous to Philemo, as well as the creators of the free textures !!!!

    NPR using GMIC filter - this could get interesting.....

    PBR trial 2b.png
    2400 x 1800 - 1M
    PBR trial 2b NPR.png
    2400 x 1800 - 738K
    Post edited by Bunyip02 on
  • Bunyip02 said:

    Once you get the hang of entering the correct textures in the correct spot it gets to be fun doing it.

    It gets even more complicated when you introduce the metallic workflow smiley. I'll create a menu entry to create a PBR shader by just specifying the available maps. It will also be the basis for importing IRay studio shaders.

  • Bunyip02Bunyip02 Posts: 8,613
    Philemo said:
    Bunyip02 said:

    Once you get the hang of entering the correct textures in the correct spot it gets to be fun doing it.

    It gets even more complicated when you introduce the metallic workflow smiley. I'll create a menu entry to create a PBR shader by just specifying the available maps. It will also be the basis for importing IRay studio shaders.

    Both Metallic & Iray shaders would be a great addition.

  • HeadwaxHeadwax Posts: 9,987
    Philemo said:
    head wax said:

    wow that's amazing Philemo.

    tell me, does this make renders more photoreal - can it be used for NPR do you think?

     

    It's compatible with NPR (see attachment).

    As for making renders more photoreal, it all depends on the quality of the material.

    thanks Philemo :)

    terrfic renders Bunyip02 :)

     

     

  • 3drendero3drendero Posts: 2,024
    Philemo said:
    Bunyip02 said:

    Once you get the hang of entering the correct textures in the correct spot it gets to be fun doing it.

    It gets even more complicated when you introduce the metallic workflow smiley. I'll create a menu entry to create a PBR shader by just specifying the available maps. It will also be the basis for importing IRay studio shaders.

    Great news, should speed up the import of Substance materials a lot.
    Any guess of when the next beta will be released?

  • 3drendero3drendero Posts: 2,024

    Here is a list of the completely free for all use textures, that can be modified in the free Substance Player, just load the SBSAR file.
    The point is that you can modify the material like any shader, then export to a texture.

    Direct link to the free Substance Player: https://www.allegorithmic.com/products/substance-player
    Includes 8 materials, most likely those materials are not licenesed for re-distribution, but probably good for personal and commercial renders.
    Check the license agreement.

    http://www.cc0textures.com/post/172410792077/fabric-05
    http://www.cc0textures.com/post/172376475964/wood-floor-04
    http://www.cc0textures.com/post/172169731853/rope-03
    http://www.cc0textures.com/post/172135967239/fabric-04
    http://www.cc0textures.com/post/172101504231/rope-02
    http://www.cc0textures.com/post/172041110556/painted-metal-02
    http://www.cc0textures.com/post/172033015468/painted-metal-01
    http://www.cc0textures.com/post/171963188550/plastic-05
    http://www.cc0textures.com/post/171864203505/plastic-03
    http://www.cc0textures.com/post/171758922347/rope-01
    http://www.cc0textures.com/post/171052151580/tiles-06

  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

    .

    Post edited by Persona Non Grata on
  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

    .

    Post edited by Persona Non Grata on
  • chris poolechris poole Posts: 124

    This looks very interesting, thanks for your time and effort bringing this to Carrara.

  • 3drendero3drendero Posts: 2,024
    edited April 2018

    Looks like the PBR materials really shine, when combined with a punchy HDRI map.


    The render below is the Carrara default demo scene for GI.
    Middle is changed floor material to PBR. ( http://www.cc0textures.com/post/172272520412/paving-stones-08 )
    Last one has the default Daz Studio HDRI for Iray (DTHDR-RuinsB-500.hdr) located somewhere on your drive, if you have DS 4.8+ installed,

    punchy_hdr_from_ds.JPG
    1920 x 821 - 329K
    Post edited by 3drendero on
  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

    .

    Post edited by Persona Non Grata on
  • 3drendero3drendero Posts: 2,024
    edited April 2018
    Selina said:
    3drendero said:

    Looks like the PBR materials really shine, when combined with a punchy HDRI map...

    Can you turn the Intensity down on the HDRI under the Scene tab for a more realistic render and better comparison with the other renders? The highlights on the ball, paving and trumpet are completely blown out.

    Thanks, Selina

    Toned down the HDRI intensity from 120% to 50%, too dark and blue render.
    Added Gamma Correction 2.1 and HDRI Intensity 80% for this render:

    less_punchy_hdr_from_ds.JPG
    1920 x 783 - 274K
    Post edited by 3drendero on
  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

    .

    Post edited by Persona Non Grata on
  • 3drendero said:

    Here is a list of the completely free for all use textures, that can be modified in the free Substance Player, just load the SBSAR file.
    The point is that you can modify the material like any shader, then export to a texture.

    Direct link to the free Substance Player: https://www.allegorithmic.com/products/substance-player
    Includes 8 materials, most likely those materials are not licenesed for re-distribution, but probably good for personal and commercial renders.
    Check the license agreement.

    There is also more than 900 free substance material at Substance Share that can be opened in Substance Player, tweaked and exported for use in Carrara. Some of then are really awesome.Licence is "Creative common", so quite large as long as you don't resell them.

  • Philemo_CarraraPhilemo_Carrara Posts: 1,175
    edited April 2018
    3drendero said:

    Great news, should speed up the import of Substance materials a lot.
    Any guess of when the next beta will be released?

    I think tomorrow or the day after.

    I had to redo part of the metallic workflow. I started with Carrara blurry reflection, but render time where awful. I had to find a way around it and I think I have it now.

    This is a first test with a material found if Substance Share.

    Working with material exported from Substance Player is fine because it's easy to test if I get a comparable result.

     

    metal1.png
    942 x 706 - 944K
    Post edited by Philemo_Carrara on
  • 3drendero3drendero Posts: 2,024
    Selina said:

    Thanks,

    We are certainly in for a treat with Philemo's latest offering ! I see you have LuxusCore mentioned in your tagline (or whatever you call it) - did you render this with Lux?

    Selina smiley

    All renders in thus thread are Carrara native.
    The textures are high resolution 4k, so they look very good.

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