Looks a bit more chromey than before, but not like the DS chrome.
So I changed the DS HDRI to another beach HDRI at 3K res and it looks as good as the DS chrome now.
For a 1-click solution, it is frickin' awesome!
Looks a bit more chromey than before, but not like the DS chrome.
So I changed the DS HDRI to another beach HDRI at 3K res and it looks as good as the DS chrome now.
For a 1-click solution, it is frickin' awesome!
Glad you like it.
Two remarks:
PBR lighting is supposed to be at its best with a Gamma correction set at 2.2. As far as I know, IRay also outputs with Gamma.
IRay uses the HDRI map for specular lighting, not Carrara, even with this lighting model. I'm working on a workaround.
Anyway, thanks for testing and sharing your result. I appreciate that.
Wish I had more time for rendering...
Changed to Gamma 2.2 now.
25 renders later and using the original DS HDRI only (DTHDR-RuinsB-500.hdr) with Indirect Lighting AO only, getting really close to the DS default Iray render results.
/EDIT, The Carrara render is also 5-10x faster than DS when rendering with a CPU on both, will clock them in detail tomorrow.
I used the G3 base maps loaded correctly; this one instead is G8: it doesn't work, so I had to load some maps manually to see the results (but it looks promising )
To add a bit to this, here is a really cool Open Source(!!!) software that allows us all to make our own PBR maps - whichever ones we need for our projects:
I'm not sure direct comparaisons are possible because Carrara cannot interpret correctly the roughness map.
The idea is indeed to give an easy access to a wider range of resources. PBR being the new standard for materials, more and more providers are moving to PBR. As for having a more "realistic look", it depends. The Carrara render engine is still the same and one shouldn't wait for miracles :-). But, if PBR materials are good, there should be an improvement.
Now, for the three points light, it's because, in Carrara, lighting models respond only to true lights (bulb, spot, distant, area, whatever) and not to sky light. It's the way Carrara works and HDRI or Sky light are in the global illumination part of the shader. That's why rendering a scene (whatever the material) with no light except sky light will give a flat render, without highlights or shadows.
The only way a PBR material will react to environment (sky light or HDRI) is through reflection (ie metallic component) which I haven't implemented yet. A classic workaround is to create a light dome (Tim Payne has that for skies). I'm working on an other plugin that creates a light dome from an HDRI image, but it's not yet ready.
is this still true about skylight or does the 8.5 "sunlight" change anything?
dunno if is my imagination but seems the bulb light much better quality than distant light
is this still true about skylight or does the 8.5 "sunlight" change anything?
dunno if is my imagination but seems the bulb light much better quality than distant light
Sun light is a light, so you have shadow and specularity.
Skylight, HDRI are environement lighting, so no shadow and no specularity. I'm not sure there is a difference in quality between bulb and distant. If you set no range limit on a bulb and put it far enough, it acts exactly like a distant light.
The plugin to create lightdome is in alpha stage (on my computer :-) ). I'll finish and release as soon as I'm done with the HD Morph plugin.
I have been having a lot of fun (and success) using petipet's and ToxicAngel's (and others) Iray texture maps in our standard Carrara Multishaders, but this looks like it will be much better. I'm really looking forward to testing/using this.
Philemo, you and Alberto are truly blowing me away with these awesome-incredible plugins! It's like Christmas just keeps returning throughout the whole year! I just cannot thank you enough! But when my plans reach fruition, and I get back on my feet... I'm definitely going to offer a more real means of thanks! I truly appreciate all of your genius!
Thought Philemo mentioned ihn the HD thread he's fixing this for Iray?
I am. I'm testing and enhancing the code as the same time. For example, I've added dual lobe glossiness to the PBR shader. You can expect a new beta next Friday.
Comments
Looks a bit more chromey than before, but not like the DS chrome.
So I changed the DS HDRI to another beach HDRI at 3K res and it looks as good as the DS chrome now.
For a 1-click solution, it is frickin' awesome!
Glad you like it.
Two remarks:
Anyway, thanks for testing and sharing your result. I appreciate that.
.
Thank you, Philemo. I've barely had a chance to try this out, but I can tell already that it will be a great resource.
1-Before, 2-After
It works! Thank you, Philemo.
Wish I had more time for rendering...
Changed to Gamma 2.2 now.
25 renders later and using the original DS HDRI only (DTHDR-RuinsB-500.hdr) with Indirect Lighting AO only, getting really close to the DS default Iray render results.
/EDIT, The Carrara render is also 5-10x faster than DS when rendering with a CPU on both, will clock them in detail tomorrow.
first try on skin, quick tuning up on shininess, eyes and hair to be adjusted
I used the G3 base maps loaded correctly; this one instead is G8: it doesn't work, so I had to load some maps manually to see the results (but it looks promising )
skin test on G2 this time, maps loaded correctly (well, apart from eyes)
Not having much luck with loading Genesis 2 Iray materials with the plugin, they all look very metallic and shaders probably needs a lot or rework.
Guess I need to go back to the free G2 Iray shader included with DS and work with that first...
.
Updated the news piece at CarraraCafe with the video and releasenotes:
http://carraracafe.com/news/new-carrara-plug-in-pbrlightingmodel/
Have not had the time to update the manual or do some more renders so far...
So very cool, Philemo! Bravo!!!
To add a bit to this, here is a really cool Open Source(!!!) software that allows us all to make our own PBR maps - whichever ones we need for our projects:
Materialize by Bounding Box Software
Here is a really good primer tutorial I found in their Tutorials tab of the site:
Thanks for the update, got more downloading to do....
the shiny
woes i cant get to link in chrome or ie
sourceforge.net uses an unsupported protocol.
ERR_SSL_VERSION_OR_CIPHER_MISMATCH
Am using Firefox, is linking okay.
something about ssl
Odd Chrome not only works for me, I grabbed more fractal creating apps while I was there
is this still true about skylight or does the 8.5 "sunlight" change anything?
dunno if is my imagination but seems the bulb light much better quality than distant light
Sun light is a light, so you have shadow and specularity.
Skylight, HDRI are environement lighting, so no shadow and no specularity. I'm not sure there is a difference in quality between bulb and distant. If you set no range limit on a bulb and put it far enough, it acts exactly like a distant light.
The plugin to create lightdome is in alpha stage (on my computer :-) ). I'll finish and release as soon as I'm done with the HD Morph plugin.
link works on my work pc,
nust be a winxp issue with my home netbook.
can makes Jeremy Birn styles highlighting?
This is absolutely incredible!
I have been having a lot of fun (and success) using petipet's and ToxicAngel's (and others) Iray texture maps in our standard Carrara Multishaders, but this looks like it will be much better. I'm really looking forward to testing/using this.
Philemo, you and Alberto are truly blowing me away with these awesome-incredible plugins! It's like Christmas just keeps returning throughout the whole year! I just cannot thank you enough! But when my plans reach fruition, and I get back on my feet... I'm definitely going to offer a more real means of thanks! I truly appreciate all of your genius!
looking forward to playing with it. almost unbogged with hardware issues.
looking for a good blue ray burner next.
Thought Philemo mentioned ihn the HD thread he's fixing this for Iray?
I am. I'm testing and enhancing the code as the same time. For example, I've added dual lobe glossiness to the PBR shader. You can expect a new beta next Friday.