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

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Comments

  • Bunyip02Bunyip02 Posts: 8,613
    MAJourney said:

    Thought Philemo mentioned ihn the HD thread he's fixing this for Iray?

    I am. I'm testing and enhancing the code as the same time. For example, I've added dual lobe glossiness to the PBR shader. You can expect a new beta next Friday.

    Woohoo - many thanks !!!

  • VIArtsVIArts Posts: 1,499

    Yay!

  • Philemo_CarraraPhilemo_Carrara Posts: 1,175

    There is a new beta version of the PBR lighting plugin.

    Main features are a much improved IRAY importer, dual lobe, plenty of debugging, surely a few additional bugs :-).

    You can download it at PBR_Lighting_V2_Beta_win64.zip

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,213

    heart

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

    .

    Post edited by Persona Non Grata on
  • 3drendero3drendero Posts: 2,024
    Sweet. Thanks.
  • 3drendero3drendero Posts: 2,024
    Hope to render out something new soon with the V2 plugin. Anyone tried the new free Vicky 4-8 with the updated plugin?
  • HeadwaxHeadwax Posts: 9,987

    thanks Philemo once more :)

  • HeadwaxHeadwax Posts: 9,987

    really looking forward to the hdri plugin as well thank you!!!!!!!!!!!!!!!

  • Philemo_CarraraPhilemo_Carrara Posts: 1,175

    New beta version at PBR_Lighting_V2_Beta_win64.zip

    I've been working at  the "import from directory" part.

    • Top shader is now an UV transform operator, which allow to scale all the map in one place.
    • Default highlight is now 50% which is a value that fits most materials
    • Bug correction : Empty texture map creation when no map is created.
  • MistaraMistara Posts: 38,675
    edited August 2019

    nice.  your link preserves the zip file name.

    the hexnumber names are too easy to lose, lol.

    Thank you. smiley   dedicating this weekend to lighting practice.

    Post edited by Mistara on
  • VIArtsVIArts Posts: 1,499

    Hey Philemo, I've been MIA. Anything new? Can we IRay in carrara yet? lol

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,213
    MAJourney said:

    Hey Philemo, I've been MIA. Anything new? Can we IRay in carrara yet? lol

    That post about Reality going opensource gives me hope, not necessarily iray but there are options those without Nvidia cards might like too

  • edited October 2019

    Great..! Wonderful..!! and where is Carrara's RayFire Plug-in..?

     

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    Post edited by tnehsdl78_33c8082c4c on
  • MistaraMistara Posts: 38,675

    enlightened This thread needs a banner!!

  • DartanbeckDartanbeck Posts: 21,570
    3drendero said:

    Looks a bit more chromey than before, but not like the DS chrome.
    So I changed the DS HDRI to another beach HDRI at 3K res and it looks as good as the DS chrome now.
    For a 1-click solution, it is frickin' awesome!

    Glad you like it.

    Two remarks:

    • PBR lighting is supposed to be at its best with a Gamma correction set at 2.2. As far as I know, IRay also outputs with Gamma.
    • IRay uses the HDRI map for specular lighting, not Carrara, even with this lighting model. I'm working on a workaround.

    Anyway, thanks for testing and sharing your result. I appreciate that.

    Correct. In fact, almost every (if not every) app that works with high dynamic range (EXR, HDR, etc.,) use the linear workflow rule of Gamma Correction = 2.2 by default, and is editable by the user.

    Whew! Finally going to be able to start testing this and other amazing plugins by yourself and Alvin, including the all new Fluidos II.

    So if I'm reading this correctly, the HDR Light Dome plugin is to work with this one. New computer so I've just downloaded all of them. I have very little experience with any of them. I played a bit with Triplanar (!!!) and Hair Convertor (!!!) as well as GMIC (!!!). I'm still foggy on what to do with Phong Tessellation (Micro-displacement, if I remember correctly), Studio Lights (I'm assuming the abilty to import lights designed for DS) and Cutouts (no clue).

    So I'm hoping to be able to locate threads that include instruction and/or tests on this stuff (as well as Carrara Cafe articles) and create an easy-to-find director for this stuff in the Carrara Information Manual. Same with Alvin's (Alberto's) plugins.

    Now to have a first play with this PBR business in Carrara! :)

  • DartanbeckDartanbeck Posts: 21,570

    Woah... okay I guess I won't just stumble into this one. I'll have to do some digging to figure out what to do with this! LOL

  • DartanbeckDartanbeck Posts: 21,570
    3drendero said:

    Updated the news piece at CarraraCafe with the video and releasenotes:
    http://carraracafe.com/news/new-carrara-plug-in-pbrlightingmodel/

    Have not had the time to update the manual or do some more renders so far...

    Thanks for this! :)   You Rock!

  • DartanbeckDartanbeck Posts: 21,570

    Hmmm... I guess I did that part correctly, but...

    I just watched the video.

    I dropped TheDigiVault's Biohazard into a scene, then in the Effects tab dragged the DUF materials shader into the box, but nothing changed in the shaders - still set to the usual Multichannel (?)

    I'll try something else. But I'm also going to download the manual to get a better understanding of how to set these up myself.

  • DartanbeckDartanbeck Posts: 21,570

    Oh for crying out loud... my Bad! Biohazard was released before all of this PBR stuff! LOL

    Sorry! Argh....

  • Bunyip02Bunyip02 Posts: 8,613
    edited December 2019

    Oh for crying out loud... my Bad! Biohazard was released before all of this PBR stuff! LOL

    Sorry! Argh....

    Don't give up on it Dart, worth figuring it out !!!

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    Post edited by Bunyip02 on
  • DartanbeckDartanbeck Posts: 21,570

    Yes! I had one of Petipets scenes in here... looked really cool!

    But... what are you showing me? One of the shaders changed?

  • DartanbeckDartanbeck Posts: 21,570

    When I did my tests, I had to add the glow channel myself - or was I not supposed to do that?

  • Bunyip02Bunyip02 Posts: 8,613
    edited December 2019

    Yes! I had one of Petipets scenes in here... looked really cool!

    But... what are you showing me? One of the shaders changed?

    Good news if you got a scene to work.

    What I was showing you is that if you have gotten the PBR to work you should have shaders with a PBR labelled on the end.

    Check your texture files for the scene that you are using to see what you've got.

    With older models I often add the maps in manually to get a PBR effect, when I do terrains I always add the maps manually.

    I also use Shader Map to generate maps as well.

     

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    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613

    When I did my tests, I had to add the glow channel myself - or was I not supposed to do that?

    Yep, add the glow channel for your lights !

  • Bunyip02Bunyip02 Posts: 8,613
    edited December 2019

    Airbike no PBR

    Airbike PBR

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    Airbike PBR 1.png
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    Post edited by Bunyip02 on
  • DartanbeckDartanbeck Posts: 21,570

    I didn't want that before. Seeing your renders above, now I want it!  yes Fine promo imagery there!

  • I want a tutti quanti 

    sounds like a pizza or something with the lot!

  • DartanbeckDartanbeck Posts: 21,570

    I want a tutti quanti 

    sounds like a pizza or something with the lot!

    You got it! 

  • DiomedeDiomede Posts: 15,169
    edited January 2020

    Thank you, Philemo, and Happy New Year

    My first test of the PBR shader plugin.  Very low settings (default) for the Carrara render room.  For lighting I used a simple HDRI and the default light.

    Used a prop from the Cyberpunk collection by Polish.  https://www.daz3d.com/cyberpunk-props-collection

    Don't think it is Iray.

    Left is the default Carrara render, middle is PBR render of default prop materials, and right is PBR render of a second material set that comes with the prop

     

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    Post edited by Diomede on
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