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zoomer

CineEngineNEM R19 now (?)

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And if I watch Ceramics in my bath room or Cups,

it looks like every Ceramic Surface has some kind of very subtle

wavy bumpiness which makes Reflections more interesting.

 

Maybe it's worth to add a suitable Noise with very low strength

in the Bump Channel.

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So basically I can do all Materials in VW by the Metallics Shader.

Without much need to edit or overwrite them later in C4D which

makes it more reliable, less error prone and more comfortable

in Exchange when adding new Geometry.

Also potential Elevation Viewports will fit the look of the C4D

Renderings.

 

In a Test I see that using the Metallics will also export the

"deactivated" Metal part of the Shader anyway which makes the

already complex and crowded C4D Reflection slot unnecessary

complex to read and use.

So a separate exclusive "Dielectrics" Reflectivity Setting Dialog

in VW would be welcome.

Similar to how the "Metallics" currently is with some Presets for

typical IOR and maybe also including the legacy Glass option.

 

Currently all 4 Slots are either or Slots for Color/Texture/Procedural.

Being able to layer or mix a Color with a Texture or a reducing Noise

over a Reflection type like in C4D would be nice too.

Edited by zoomer

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For the Material Dialog I would prefer something like the following

Screenshot Examples.

Of course less extended options but reduced essential Settings.

But this is an Example where I can see all Settings at a time

without opening new Dialog Windows :

 

Screenshot-84.thumb.jpg.633d84790de122fa50347179a41e6a6c.jpg

 

Part 1 : Main Settings

 

 

Screenshot-85.thumb.jpg.bf26035a886c109f7461bb4632aa29dd.jpg

 

Part 2 : Transparency Settings

 

 

Or the VRAY Alternative :

 

Screenshot-88.thumb.jpg.2170e550a77f01409198526dc1a3d7a8.jpg

 

Example 2 : VRAY Slots

 

 

In this case all the Complexity and Features can be better controlled as the Texturing

is controlled separately in the Shader Tree :

 

Screenshot-86.thumb.jpg.ea46a7dc047cf27618bcadf0ab34abcb.jpg

 

Shader Tree : Where you order and select your Materials for Editing

(In those Property Windows shown above)

and layer your Textures on top of the Material.

(It basically works like Layers in Photoshop, from bottom to top,

like masking)

 

 

But for RW in VW I vote of course for still keeping Features and Complexity

low to make that work for the target groups.

So here is an Example of the new glTF Material (*) option that has such

reduction to essential Settings, like the PBR Material for Game Engines

like Unreal or Unity :

 

Screenshot-87.thumb.jpg.8b491b9c987ac77150030541f6cd23f1.jpg

 

(*) glTF is a new royalty free Industry Standard for 3D Scene Exchange,

similar to IFC.

 

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