rDesign Posted September 16, 2018 Share Posted September 16, 2018 (edited) Thanks again @zoomer this is really helpful. Edited September 16, 2018 by rDesign Quote Link to comment
zoomer Posted September 16, 2018 Author Share Posted September 16, 2018 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. 1 Quote Link to comment
zoomer Posted September 16, 2018 Author Share Posted September 16, 2018 (edited) 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 September 16, 2018 by zoomer Quote Link to comment
zoomer Posted September 16, 2018 Author Share Posted September 16, 2018 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 : Part 1 : Main Settings Part 2 : Transparency Settings Or the VRAY Alternative : 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 : 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 : (*) glTF is a new royalty free Industry Standard for 3D Scene Exchange, similar to IFC. Quote Link to comment
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