Vectorworks, Inc Employee Popular Post bbudzon Posted March 10, 2020 Vectorworks, Inc Employee Popular Post Share Posted March 10, 2020 Leveraging High Quality materials in MVR for VW2020->Vision2020 How to start Ensure that no procedural shaders are in use. Correct Incorrect Ensure that all image-based shaders are of a sufficient quality (72x72 is insufficient). Correct Incorrect All non-generic materials should use a reflectivity image and an appropriate blurriness setting. Brighter images will reflect more light. Low blurriness will create a sharper specular highlight. (Vision's default material resembles cloth or plastic with a slight shine. If you skip this step, your mesh will resemble slightly shiny cloth or plastic). Reflectivity Instead of using vertices to add detail to a mesh, consider using a transparency image or bump image. For example, apply transparency image shaders to a simple low-poly extrude to create a chain link fence. Or, apply a bump image shader to a simple low-poly extrude to create a brick wall. To give cloth a "textured" look, try using darker, noisy images as the basis of a bump shader. Transparency Bump General Tips Color shaders can use color. Color Reflectivity shaders should be grayscale (exception for metal whose reflectivity is the same color as its base color). Brighter images result in stronger highlights. Non Metal Reflectivity Image Metal Color Image Metal Reflectivity Image Blurriness values for reflectivity shaders should match the material in the real world. Metal is not blurry at all, but carpet is very blurry. Non Metal Reflectivity Image Metal Reflectivity Image Transparency shaders should always be black and white, (no gray). White will be rendered, black will not. Transparency Bump shaders should be grayscale. This shader should be mostly dark with some lighter shades for indentations. (If, instead, you use a mostly white shader with some darker gray areas to indicate bumps, then 90% of the mesh will be "indented". This looks odd when navigating around the scene. So, stick with darker bump images.) Bump Debugging Start by exporting MVR, changing extension to zip, and extracting. Examine all exported images. In Vectorworks, replace low quality or "broken" ones (typically resulting from a procedural shader or bad content). Extract MVR Find Low Resolution Textures Next, import the MVR in Vision. Navigate the scene with Ambient turned up and verify things look correct. Fix any issues. Correct Incorrect Next, use Render Specular to check reflectivity materials in Vision. Verify that all specular images are correct and display as expected. Fix any issues. Correct Incorrect Then, use Render Normals to check bump/normals in Vision. Verify that the bump detail looks right, and the expected colors are being rendered. Fix any issues. Correct Incorrect Finally, ensure that all materials have the proper specular power. 0% blurriness (i.e. shiny metal) =~ 1024.0 specular power. 100% blurriness (i.e. cloth) =~ 1.0 specular power. Metal Cloth 6 Quote Link to comment
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