3/1/2024 0 Comments Keyshot cloud materials![]() Speaking for myself, I’d be happy with a Rhino library that simply approximates common plastic textures. We’ll create the material if need be, and of course we crave (need) the ability to present our WIP in the best light. We need a library that works, that we can tweak. Designers, on the other hand, don’t want to (can’t) invest too much time into materials for our WIP stuff. The latter needs to be ‘perfect’ and those assets will be created by specialists with the best tools available for the job. Keep in mind the distinction between product designers and those creating assets for the product launch - the catalog/marketing campaign. But, I think I see what you mean about SLOOOW PBR and Raytraced on your PBR_materials_tester.3dm file, hence perhaps MORE import supporting the Rendered viewport PBR idea? But I am encouraged by progress and find myself exploring Raytraced when I want to have a ‘stretch’ and am too lazy to go over to KS. So those efforts still happen in KS over here. Fortuitously, for stubborn dumb arses like myself, Keyshot, properly configured and on ‘wrong’ CPU only hardware, will raytrace with photorealistic ‘fluidity’ in about 3-5 seconds what Rhino Raytraced CPU is still chugging along at after 30-60 seconds on wrong HW (where I bail). I use the ‘wrong’ hardware for present Rhino Raytraced CPU rendering. How accurate can Rendered become with PBR? (Accurate defined as - photorealistic) Of course, well done materials are key here. Fluidity, fluidity, fluidity! Rendered viewport seems fluid enough at present. Designers benefit from ‘seeing’ what they are working on in as accurate a representation as possible WITH FLUIDITY. I concur with mentioned opinions on the Rendered viewport in that: real-time, accurate representation as possible, is where the low hanging fruit lies, perhaps. Woods (real looking finished wood that is, just wood) (and yeah, shoot-em-up video game designers are not in the core group AFAIK, so no Blade Runner apocalypse stuff needed, IMO)įor ID, it simply starts with the usual manufactured suspects: You know how this works.Īs you know, the materials should be what is applicable to your core markets - jewelers, architects, product designers. You used Keyshot, because you didn’t have time not-to. I have a feeling 99% of your users don’t have that luxury from a staffing and know-how points of view. I rather see all that fixed and ask my team to build our own PBR library, but I say this because I have the luxury to do that when I have a team of people. This is why we are asking Andy to support multi-engine materials. And I have a stupidly fast computer.Īlso when we are using Octane we are flying blind because we cannot see even diffuse color of our rendering material in the viewport. And trying to load 4K/8K textures brings the system to its knees, temporary locking down Rhino. Today my material editor started weirdly shaking all its fields and text, sometimes the material preview balls go blank, sometimes the editing part of a material editor window is empty When you clock on the pencil to edit it). Our biggest workflow pain right now is that all things materials/material editors are very crappy in Rhino. My point was not to shut you down Kyle, but to try to give a bit more focus feedback on the effort: making a material library that’s more useful for design/designers. It would feel exactly like what Rhino has felt for the last 2 decades: you are not even trying when it comes to rendering and viz tools. If we didn’t include any pbr materials, but included pbr support, and sbsar support so you could get anything you wanted in from substance, polligon, or any other pbr database, how does that feel? This in my mind makes cycles in v7 a pretty complete rendering package. The other thing PBR gives you is physically based emitters that look amazing because they have accurate light falloffs. Understand that PBR materials are gorgeous, but their cost is slower (possibly significantly) render times, large (sometimes significantly) file sizes and hassle going to look for materials from an external source like or paying to use substance. ![]() See how they react in both rendered mode and raytraced mode. ![]() Import your model into this Rhino file and then drag the materials from the material tab onto your model. Unzip it to your desktop and then open it in v7. Take a peek at what PBR gives you, and grab this 3DM file for testing purposes. I’m mounting a campaign to have at least a basic PBR material library included in rhino when it v7 ships, but need to determine if this is a need for our user base at large, or if it’s already a need met by Substance and our current PBR importer. The most complete source for these materials is the Adobe Substance Suite. One super powerful, but little known feature of v7 is the ability to use PBR (physically based rendering) materials.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |