Hey guys! I know that the vray calibration preset is coming soon to ddo but in the meantime, i want to know if any of you found a good workflow tu use ddo texture with vray?
That depends on material you are creating. If it has big difference in fresnel value (scratched painted metal for example) Metalness or adjusted Specular texture may be used as mask in VRayBlendMtl to separate paint and metal.
We are looking in to Vray and other offline renderers at the moment, if you have any knowledge of how Vray works and wich inputs are expected we would certainly appreciate any help that could speed up this process!
If you want accurate reflections the best way is to go with blend materials as final_fight mentioned above.
But you can pretty much rely on specular and glossiness maps that are created by ddo. Here is the test I did recently. All vray materials are default. Only exception is specular map-done with falloff map.
Default Quixel Albedo and Gloss textures should be fine for Vray material Diffuse and Glossiness. Specular should tweaked in to something like colored Reflectivity or Reflectance map (like here http://www.marmoset.co/wp-content/uploads/lenstextures01.jpg) because VRay metals color isn't totally defined by Albedo/Diffuse texture. Also there should a Fresnel map for different materials (paint, stone, wood have value lower 2.0, ceramics have 2.2-2.8, shiny leather has value 4.0-6.0 and metals have value 10.0+).
My bad, Quixel Specular map isn't actually greyscale and it's okay for VRay. Also when creating Quixel project you can activated custom IOR map which goes to VRayMtl IOR map slot. The only problem I've encountered is that Quixel Gloss map is to low valued for VRay (even after setting it's gamma to 1.0).
3DO preview:
VRay render (HDRI map is different, but still has enough lights):
final fight - Do you usually apply any processing to your maps in order to get them to look the same in Vray? If so we would love to see those values so we can make a calibration profile for you to try, We would love to implement Vray support for 1.7
Thank you very much for all the hard work you´ve put in to this!
Eric RambergNo, no processing at all except in example above I had to up output value of Gloss map 12x times in 3ds Max! So, I think, Gloss map is where dev team should look. Same results in Photoshop I could achieve with Levels command/layer:
I think the perfect way is to ask Chaos Group for some help (or just values for mats from Quick PBR to approximate on other mats), they definitely need to be interested with that for sale more license.
Yay! This is the first reason for my interest in this project!
Not so long ago I spended time for experiments but it seems that I was missing something. Vray clearly wants something more (I afraid that thing is displacement instead of normal map) for a good result. Metals and dielectrics separately render fine, but their combination with complex texture looks bad and boring (like in real world :poly122:). Plus vray has some difficult to work with the normal maps. It has not so much influence on surface like the game engine PBR is.
And after Megascans Video and awesome Vray renders obvious that its possible and its not ashamed to try a calibration preset in new version because experienced artists know that its not possible to achieve exact result.
One more request if it possible of course. It will be a good idea to ask Jan Major or Dan Woje write an article in features section, and explain how correctly collect Vray shader whis megascan texture. We all saw that they are obviously competent in that thread
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But you can pretty much rely on specular and glossiness maps that are created by ddo. Here is the test I did recently. All vray materials are default. Only exception is specular map-done with falloff map.
3DO preview:
VRay render (HDRI map is different, but still has enough lights):
RawRelfection pass:
Thank you very much for all the hard work you´ve put in to this!
Eric Ramberg No, no processing at all except in example above I had to up output value of Gloss map 12x times in 3ds Max! So, I think, Gloss map is where dev team should look. Same results in Photoshop I could achieve with Levels command/layer:
@final_fight What are the gamma correction that you apply to all your maps? Norm, gloss,reflect and albedo?
I would test it with exact HDRI as in 3DO, but Quixel HDRIs are packed in some archive.
I think the perfect way is to ask Chaos Group for some help (or just values for mats from Quick PBR to approximate on other mats), they definitely need to be interested with that for sale more license.
Not so long ago I spended time for experiments but it seems that I was missing something. Vray clearly wants something more (I afraid that thing is displacement instead of normal map) for a good result. Metals and dielectrics separately render fine, but their combination with complex texture looks bad and boring (like in real world :poly122:). Plus vray has some difficult to work with the normal maps. It has not so much influence on surface like the game engine PBR is.
And after Megascans Video and awesome Vray renders obvious that its possible and its not ashamed to try a calibration preset in new version because experienced artists know that its not possible to achieve exact result.