PDA

View Full Version : Material Transparency layer hierachy reordering


bluearms
05-03-2008, 10:03 PM
I have found most max vray materials without refraction can be easily converted to cinema 4d vray material by just controlling transparency with subtract.
But if refraction exist with diffuse color which is non black, max layer order with diffuse and refraction seems different with cinema 4d layer order.
If one diffuse layer exist AFTER refraction layer, most max material will be easily converted without calculating diffuse transparency.
If fresnel transparency is used in reflection, it is more complicated because cinema's diffuse channel does not have fresnel transparency consideration.
I don't think whole reordering of material layer wll be possible or required.
Only a few channels are good if they can be reordered.
If it is (something like Order controlling material wrapper), specular before bump or reflection etc will be possible.
I just want one more diffuse channel AFTER refraction!

Shellac is also sometimes problem.
Do you have any plan to make more material types?

Also phong anisotropy seems missing.
Normal support is also required.

Tong
05-03-2008, 10:42 PM
cinema's diffuse channel does not have fresnel transparency consideration.

no need.

Also phong anisotropy seems missing.
specular it`s part of reflection :wink:
Specular Types: Type - this determines the type of specular (the shape of the highlight): Phong, Blinn and Ward. They all look a bit different. Blinn and Ward (good for metals) also offer true anisotropy for specular and glossy reflections.

ok, i wanted to type many words, but seems better ones show, so please upload to zshare.net typical material that you can`t convert rightly, i will try to do mine best shot. :roll:

bluearms
05-04-2008, 06:59 PM
[quote]cinema's diffuse channel does not have fresnel transparency consideration.

no need.


In fact, it is useless even if it exist, if it is for conversion of max material as long as diffuse channel is before refraction.

Max vray 1.5 seems consider diffuse AFTER refraction, so if one diffuse channel exist AFTER refraction, the conversion is simple and direct.
I am not talking about that conversion is impossible. I am currently converting about 100 or 200 materials from max.
Converting IOR values to fresnel gradient is not direct job.

If you want to show something......, there's no need to upload a sample, because the typical material what I am talking about is clear, isnt' it?

stefan
05-06-2008, 10:06 AM
tong thats not right, it is needed and it is there!

in c4d you use the fresnel shader for that.

also bluearms please note our material is identical the one that vlado programed for 3dmax, also the ecaxt same order. so the order we keep, as it is the order maxvray uses also.

only we did not hide or auto-connect anything, as it is in max as we didnt like that.

you can do exactly the same as in max and more with our setup:-)
you just have to get into it and de- learn the max material a bit;-)

the diffuse channel is ABOVE the refraction, also in 3dmax.they juts have that hidden.

more material typs come of course, normal map support will also come.
all other stuff is very much the same as in max, just with more possibilities. the layered modell that we have we prefer much more than th 3dmax vray layout.

cheers
stefan