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unreAL ENGINE cannon material STUDY

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  • jozin
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    jozin polycounter lvl 6
  • jozin
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    jozin polycounter lvl 6
  • jozin
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    jozin polycounter lvl 6
    now here is the question, why  there is such difference in rendering quality? 
    to be honest Ive checked rendering in the painting mode(opengl), and this is  quite mush the same as in the previous example (iray)

    The material has been checked with PBR validate and its all grreen,  its interesting the result  was got just decreasing metalness for the base bronze material while keeping overall base color luminance, sat. (the ither way to got the same res is to brighten base color, but this is unacceptable), now  to the qiestion - its correct to decrease the metallness for base material if there is some dielectric layer on top of it? (for bronze its could be dirt or patina ot smth like that)?
  • jozin
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    jozin polycounter lvl 6
    Ok this after some asking I guessed its because of shader differences (despite exposition inequalities, but yeah, this is also the reason)))
  • teodar23
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    teodar23 sublime tool
    the difference in rendering quality is due to multiple reasons:
    -one is the fact that the PBR standard is a guideline more for the end user (us) than for the way it is implemented behind the scenes in a render engine. so even if they adhere to the same rules, the way they get there might be slightly different.
    -another reason would be that iray is an offline render engine and unreal is a real time game engine. should have started with this...
    -third, unreal uses some color correction by default to make things look better (do they, though?) so there will be differences.

    regarding metallic, rust, oxidation, dust, dirt and other stuff that happens on a metal, it is not metal so you need to treat those areas as dielectrics
  • jozin
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    jozin polycounter lvl 6
    dude I share your thoughts but wheb we're reducing metalness the surface gets abit boring in artistic meaning
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