here’s a dump of more rendering tests in v7… I’m pretty pleased with how the new features like: denoisers, Image based pbr lighting, pbr emissive materials for objects, light falloff (linear and inverse squared) Substance support, etc are shaping up! I f you like this stuff shout out to @andy and his crew for their amazing work-
Thanks to them WE HAVE REAL RENDERING IN RHINO NOW!!
(as a fun side note… the crab robot labeled 4 seconds, was in fact rendered in 4 SECONDS and then denoised with the soon to be released nvidia denoiser) I was also painted up in substance painter and is still a nurbs object, not a mesh.
Very cool! how does the Nurbs maintain relationship with Substance Painter? Do you lock the render mesh? Or is a one time round-trip Rhino>SP>Rhino? …in other words: what happens to the UV 3D painting if you need to edit the Nurbs model post-painting?
For now it seems to be important that the model does not change once the paint is applied. However you can change the paint once the link has been established. A paint update in substance is a simple reexport and texture refresh in rhino. It’s not quite a “live” link but it’s better than nothing.
fwiw I do all the unwrapping in substance- and export the substance mesh back to rhino to be used as a custom mapping object-
so the workflow is:
fbx model out of rhino
-new project in substance, import fbx and use substance unwrapping
-paint and detail as needed
-export textures and mesh
-make a pbr new material in rhino add textures from substance
-apply to model (textures are screwed up at this point)
-import mesh from substance
-select original object and go to texture mapping for that object
-set mapping type as custom object and select imported mesh from substance.
-mapping corrects itself on nurbs object.
-render and apply denoise…
poof< super fast painted models rendered in rhino!
I will make a video of this process this week for those interested.
That makes sense Kyle. I think it’s reasonable for now to stop all modeling changes before we go into paint. We have been exploring the auto unwrap of Substance. It’s ooook for most cases. Especially for parts that have no directionality (like a tillable noise pattern), but not really good for any technical patterning or fabric weaves. Fortunately Substance let’s you import meshes with UV information.
We’d love to see your video! Just ask Andy to give us a one-click Rhino < > Substance link too
easier material transport- less fussy. Ideally you could export that sbsar file apply it in rhino then edit the material in substance and resave it with the same name and theoretically have a semi live link from substance to rhino.
It’s like someone giving you a rhino 3dm instead of a step file… they both work, but the rhino file is less hassle.
At some point, when they are done, they will be available as downloads that you then install.
I’m sure there’ll be an announcement when they are ready.
-wim