PBR Material tutorial for Rhino 7 WIP

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.

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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.

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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.

There is a check box !!!

Hi Laurent,

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 tried downloading some of the images form the site mentioned in the video. cc0textures.com
Here is a copy of what I tried to add.
[2K]Rock15.zip (18.2 MB)

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
Metallic Map
Roughness Map
Bump Map
Displacement 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. :worried:
In Raytrace view it looks fine.

Raytrace

Rendered

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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:

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@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.

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Hey Mike - I’m a complete render noob and things like this also get to me. I’ve created RH-56498
-wim

Hi.
Maybe I’m wrong, but why does the orientation of the texture change after having fillet an object.
The three objects are the same duplicate and then made the fillet.

Another question, why if I change the display mode from rendered to raytraced the bump go away?
In the two images there is the same material.

I did some experimenting. I see that the regular existing materials look fine:

I think this is becasue the default mapping type in Box Mapping WCS.

But the Physically Based materials set the default Mapping to Mapping Channel 1. ANd the results are less predictable. Yet, If I set mapping to Box WCS with physically based material, then the results are predictable:

I am still not exactly clear why the results you are getting are changing so much. Can you send us the model?

I would like to see the type of mapping is setup on the objects?

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Hi.
Thanks for the reply and clarifications.
I did some tests to try and understand the new features of Rhino 7 and I really like it.
The result looks great. :grinning:

You are doing a great job.

Test.zip (2.9 MB)

No more volunteering Kyle.

This should be done professionally, by someone who has the know-how, time, expertise and availability to do this work properly. This also includes getting the system’s features developed correctly so this work can be done right.

Having things done this way is not a freebie, it’s not a quick job, and it’s not cheap, but it’s usually a wise investment.

I suggest you guys ask @Holo if he’s available, and get him to quote you a project for it. His head is already in the space: PBR materials and WIP rendering feedback

You could do this yourself too of course, or you guys could do it together. He also seems to me the only one that has both experience and willingness to put up with Raytrace/Cycles. So McNeel could have a really good chance here to have experienced designer/s to design the system, and then work with their own experienced developers to develop those designs/requests.

I’ve said this before and I’ll say it again: It’s time you guys stop relying on amateur, improvisational, side-project, divided-attention, and volunteer work for Important parts of your own development. McNeel has a proven 20 year track record that this approach has continuously failed miserably, on repeated attempts, when it comes to rendering and visualization. And I see the same behaviors and approach still taking place.

Like Einstein once said: The definition of insanity for him is doing the same thing over and over again and expecting different results from it.

Best,

G

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Yeah, that is interesting. Your model recreates the problem, that is great. Somethign is different with the PBR materials. I will report it.