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The color/pattern is controlled by a map. It is the underlying type of cloth/weave that relies on measured data.
Maybe a dumb question, but... I've noticed a few 3DL shaders have dual displacements, set up in various ways.
What's up with that?
Is it just two different displacements that kick in the same way, or is there some... special ordering to it, or... what? Does it vary depending on the shaders?
Shades of Life has two different displacements, and omUberSurface has Trace Displacements... are they related?
UberSurface "Trace Displacements", has something to do with 'tracing' the displacement of the surface for illumination to an extent. It's an (on/off) option for making Displacement maps work better for some things. It is not a separate slot for another displacement map. There is only one slot for a Displacement map in the stock UberSurface shader, unless some extra stuff was done in spaghetti land or scrips or something (if that is even possible to do).
I don't have 'Shades of Life', so I don't know about that one.
(EDIT)
If your asking about the different texture options (Bump/Displacement/normal), it's for the different texture map types, and there if you want to mix maps. Like a Displacement map for the grooves between the bricks on a wall, and a normal or bump map for the brick texture, or something like that.
I actually found shades of life documentation. Apparently it's for big details vs fine details. Weird.
I know the bump/normal stuff, that's cool. Thanks .;)
Well, maybe not DS
But hey, aren't we using DS just to get access to 3delight? Btw, something along my line of thinking?
https://vimeo.com/137148720
https://vimeo.com/130127830
Hhmm, they're going to do bidir path tracing?
http://www.3delight.com/en/modules/forum/viewtopic.php?f=14&t=4326&sid=c6796f61728319d9eac3448e6b4d4244
Umm...yes. Now if they would just jump on a GPU acceleration scheme...
Did you catch this?
Sounds a lot like the advice for a PBR doesn't it?
Well, have to if you're using:
You should always use physically plausible shaders (3delight material / skin / glass / metal)
Yep...which , unfortunately most Studio shaders are not.
I forget the thread suggesting area lights/meshlights, but I was inspired to poke at them again and... ...
I don't know if I was doing something WILDLY bad before, but it now seems to work like 9000x better than before. Huh.
A large part of it is speed ups in the most recent versions of 3DL, but there's also the fact that you are understanding them better. Now if we could convice the devs to turn 'raycaching' on, by default, then they'd be even better.
Hrm. It keeps hanging trying to render a human figure (with omUber shader). Any items I should be looking out for? I'm trying to go through and switch off various elements to see if it helps.
Edit: Ah, SSS. Nm. ;)
It's not 'hanging'...so much as it will slow to nearly a crawl while waiting for the calculations...then maybe several minutes to hours (yeah, I've seen it wait that long) it will zoom along.
I find SSS is cool, but I can set it aside for stuff that really needs that sort of effect.
I'm a little confused by storefront... is there some version of AreaLight that's improved, or is it just old clutter?
The version of the area light in the omnifreaker store is actually an OLDER version. The included in DS one is the most 'recent' (being over 4 yrs old)...basically, the only thing left that doesn't have the most recent version included in Studio, in omnifreaker's store is UberSurface2.
Very confusing. :) Thanks for the help.
An hour or so to render. Not terrible, considering.
http://willbear.deviantart.com/art/Firelit-room-3dl-588108550
Not bad...now add a little 'bounce' light (probably increase render time dramatically with the UberEnvironment in 'bounce' mode...even with raytracing).
Bounce light? Never experimented with that... I HAD been using a little uberenv with the default directional shadows thingie.
Will experiment!
Here's a quick 'bounce render without using the UberEnv...4 mins 23 seconds.
The second image is with UberEnv...30 mins 11 seconds.
I didn't bother trying to match levels or anything...just a quick test.
Ah yeah, in progressive mode it's fixed box 1x1 which is as close to 'no filtering' as it gets. This can be prone to artefacts on high frequency stuff.
And outside of progressive, sinc above 6x6 will "ring" like crazy.
So moire will pop up both ways sadly.
For progressive with its box 1x1, Wowie suggested manual upsampling once - render 2x/4x the size (pixel samples can be lower then) and then resize down in an image editor. Maybe this could help.
Using UberSurface, you can add a very low blur - around 1% - and increase reflection samples. This should help. In REYES, you don't really have to go below 0.5 if your shaders are set up right.
a) If you only have a texture in the diffuse and/or bump channels, you will need to adjust glossiness very carefully. The DS default shader won't let you do it. UberSurface is a bit better, but UberSurface2 is heaps better because it can do Fresnel attenuation of specular, which always happens IRL.Using your bump in a specular strength channel should give more consistent results.
b) If you are not using gamma correction, your textures are not properly linearised, which means that mipmaps and texture filter operations (which are both inevitable) will be somewhat off. It may contribute to your issues further. This is something you will have to live with until you go linear.
For minimum impact on render times, you could try using the 'indirect light mode' and limiting the trace distance to around 50 (half a meter). The most noticeable bounce happens in this range. The UE2 colour or HDR map will still provide ambient light beyond that range.
Ok the simple GI 'bounce' light I rendered with above is by Matt Ebb and released under the MIT License...Soooo....who feels like installing a FAST bounce light shader?
Displacements can be 'layered'. So if you have two, you can use a low-freq map for 'large variations' (a heap of sand being 'wavy') and a hi-freq map for 'particles' (individual grains of sand).
"Trace displacement" means whether displaced geometry is seen by non-camera rays or not. "Non-camera" rays are transmission rays (RT shadows), diffuse rays (AO/GI), specular rays (RT reflections). In REYES (the "non-progressive" mode of DS), it's a quality control. In the raytracer, turning "trace displacement" off means you will turn it into a bump layer effectively (try playing with that switch on a noticeably displaced sphere in the "progressive" mode, you should see what I mean).
The DS default shader always traces displacement.
Mike, don't forget to check if you have "hitmode" "shader" forced in the code. DS sets diffuse visibility to "primitive", so if you don't force it, textures will get ignored...
That would be awesome if you do make the list. We can always change the heading to 'mega glossary' =)
And yeah, in physics, when you see a particularly weird word, especially if it's capitalised often, most often it's some super smart dude's name. =)
Almost =) The 3DelightMetal material uses the colour-to-complex-IOR approach from that "Artist-friendly metallic Fresnel" paper I keep linking to, the same I used in my stuff. As you can see, it's quite a flexible approach.
I also added thin film to RadiumFabricPlus just yesterday (the "oxide" in the Maya interface). Works very nice in DS, too. Will post a few renders when I'm on the computer. Looking at that kitty shield in the video makes me think it's worth it to add a map to thin film thickness before updating the alpha.
No hitmode in the shader...
Setting UE2 to Bounce rather than the default (occlusion direct shadows?) is definitely adding some nice subtle lighting effects, and it's having next to no observable hit to the rendering (I set Occlusion samples to 200 and, as Mustakettu85 suggested, lowered max trace to 50).
Very happy, thanks again!
Here's the version with bounce light. It's subtle, but I like it:
http://willbear.deviantart.com/art/Firelit-room2-588149621