Here is a quick video from Kyle in the new PBR materials:
Weird comparison! One looks well rested, wholesome, well dressed and shy. The other has blood shot eyes, a fake tan, full of tattoos, and wearing cropped tops.
Seriously @theoutside: Why is it that all the CG and gaming nerds out there only share materials that are all scratched up and dirty to look ‘real’? I guess this is fine for making ‘Call of Duty’ assets but this confirms we need a proper materials library designed with taste and restrain.
@gustojunk Sounds like you are volunteering?
Something that approximates a collection of commonly used Mold-Tech plaques. Can you have that done by 5:00 please…
The market of “GC and gaming nerds” looking for game assets dwarfs Industrial Designers, so…yeah that’s what you’re going to find.
Nvidia–can’t get many more resources than that!–has a library of iRay materials for designers and architects, and I’ve used the library of materials that you can get with Substance Designer, and the story is the same…a pretty limited number I actually find useful without extensive tweaking, and most of those are just the most basic sort that you hardly needed provided. The more elaborate ones you never need or think it’d be great except for this or that. Add that improving technology will serve to move the goalposts for “good,” and I have a feeling the dream of a huge useful library is going to remain always out of reach.
The first steps toward having common material definitions across the multiple rendering products look just like this. The PBR definition not only attempts to define the various properties of materials, but also the algorithm used to render those properties. As this standard is adopted it will expand the libraries available.
But, it is still new and the way these materials are presented is still very much the wild west. So, as everyone here tries this in Rhino, hopefully we can discover all the current libraries that are out there. And perhaps we can also determine the best material authoring tools that are available.
Don’t forget, although the PBR materials are absolutely more “gameercentric” for now…this material definition is an industry wide standard, which opens up not just one material database, but ALL pbr databases. So you can pull your favorites from any pbr database you want and assemble your own material library as you see fit.
You are no longer stuck with what is available on Food4rhino for materials, or have to make them all from scratch…by the power of the almighty google you have access to all pbr material databases from any software that uses that defination style.
How does the “Additional Effects>Create from texture files” work? Do the texture files need to have a specific naming convention? When I’ve tried it, nothing seems to happen.
I see the checkboxes, I mean in the drop down menu. What happens when you click on “Create from texture files”? When I do it, it asks for a file path, but then doesn’t seem to add that texture to anything. I can add textures to any of the specific effects, I’m just curious what this option is supposed to do.
@MikeM - The files names do need to contain hints in their names as to what they are. And that is what is testing is for. If you find a collection of texture names that do not work, please send them to us. We can add those to the feature. Hopefully over time that command will get better.
You can see in the document some of the strings we are searching for.
Thanks Scott. What document are you referring to? I didn’t see any of these details in the video tutorial.
I think I pieced together where each of these were supposed to go, although I’m only guessing for the “nrm” image. Does that go under Bump Map next to Displacement?
Is the idea that you can load the images and it will sort out what value they pertain to automatically?
Also, is there any way to set the image tiling globally for a material? I would think that you would want to typically keep all of them the same size. Changing the tiling on 5 different images separately is a little tedious.
Normal map goes in Bump. If you look at a normal map it should be heavily wieghted toward blue(cyan). Technically the color of the pixel is the strength of the effect in normal maps.
In some ways many of the effects that are based on a texture, should rely on the texture for the strength. Although the strength value will then be a multiplier on that effect.
Tiling is part of the texture mapping on the object. I believe that will serve as a way to keep all the textures aligned.
So if I want to change the tiling of the textures, I would do it where? Right now, if I wanted to make this metal texture look more or less dense that it does now, I would need to change the tiling on:
Base Color Map
Is there one place where I can update all of these at once?
FYI, the Displacement maps look really weird in Rendered View. My little box here gets all puffy.
In Raytrace view it looks fine.
typically you would do that on an object level, so go to the texture properties of that box, and there you can change the tiling / size. For example, adding a box mapping type and then change the size here:
@MikeM, what does your displacement texture look like? It looks uniformly gray from the screen shot.
Displacement works in Rendered mode but not in Raytraced (yet). Keep in mind that the displacement effect can “rip” your object into pieces if there are discontinuities in the UVs of the object.
is there any chance to import SBSAR materials?
We are looking into SBSAR materials and what it would take to implement.
Hey Mike - I’m a complete render noob and things like this also get to me. I’ve created RH-56498 …