I wouldn't say that. Energy conservation is dependent upon the formulation of the BRDF problem. If the diffuse BRDF and specular BRDF aren't identically formulated (meaning they are derived from exactly the same microfacet description) then the microfacet model is broken and energy conservation must be applied more like an…
No worries, you're not doing anything wrong. The shader in SD/SP uses the GGX brdf for the specular contribution but for the diffuse contribution it uses a simple Lambert brdf. Vray on its hand uses GGX for both diffuse and specular and that explains the difference when only the diffuse contribution is visible (at…
Hey guys, I've been testing the new vray filter that convert maps from SD into Maya/Vray. I've found that the diffuse become a lot darker when used with the vraymtl. I've got the gamma setup correctly, as diffuse is srgb and the rest are linear. They look exactly how they should on a surface shader when rendered with Vray…
Here is a filter to convert baseColor/Metallic/roughness to Vray/Corona/Redshift/Arnold This filter is now by default in SD library (search for PBR converter). Limitations: - in Vray/Corona the fresnel is colored, it's not in SD - a 100% black metal renders black/no reflection in Vray/Corona, in SD the fresnel is still…
Interesting! Any info on how they used GGX for diffuse? I'm seeing stuff about vray's "Energy preservation mode" but I imagine SGGX came out too recently to be implemented.
No the Diffuse / Spec / Gloss shader we use in the viewport does not work the same way as the Vray Material. And it's not possible to "extract" the IOR/F0 maps. Just work with metallic/roughness and use the converter instead.
Hum well they just use it, there is not really different ways of using a BRDF. Energy conservation and BRDF are two different things, energy conservation just means the material won't diffuse/reflect more light it received.
Thanks for all the documentation! I may have made a dirty shortcut when I said they were using GGX for diffuse. It's not explicit in the VrayMtl UI nor in the documentation But I'm pretty sure they don't use Lambert (as we do in SD/SP)
I havn't the same settings for rendering with Arnold, Exporting from Substance Painter to .exr (no Gamma embedded), I apply a 0.455 gamma correction on diffuse and Specular (Texture Gamma Set to 1) to match with the Substance Painter / Marmoset display. The Green Channel of my Normal Map are inversed (Unflag Flip G Channel…
The metal maps created in SubstancePainter look all great in V-Ray. However my non-metal maps reflect way too bright. All maps are imported with 1.0 gamma into my V-RayMtl slots, except of course the diffuse map.. Raising the brightness of the high tones in the IOR map helped somewhat (to shift the non-metal parts closer…