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Material scene
Posted: 13 April 2007 04:54 PM   [ Ignore ]   [ # 61 ]  
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Excellent work lads smile

What else is there left to do before we can get started with the library?
Ian

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Posted: 13 April 2007 06:59 PM   [ Ignore ]   [ # 62 ]  
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Thanks, Ian.

I’d like to know what the Wiki is capable of, assuming that is how we are going to host the library.

Looking at the feature rich material library at http://www.maxwellrender.com makes one start to salivate!

I know the Wiki can’t do everything, but what can we do?
It is a Web based technology. I am kind of assuming we will be able to browse material thumbnails, do searches by attributes (name, scale, category, keyword, etc.), and have a nice info page for each material that could include detailed instructions on using the material.

What say you, oh great and powerful Wiki Master?

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Posted: 13 April 2007 07:00 PM   [ Ignore ]   [ # 63 ]  
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Gianluca Macerola - 13 April 2007 04:43 PM

New images and new shapes with new Dave’s grid.
I add a little sphere into for SSS and trasparency Test.

The inner sphere is a nice touch.

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Posted: 16 April 2007 12:55 AM   [ Ignore ]   [ # 64 ]  
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I like the inner sphere a lot.  I’m not sure about the the outer gray ring.  As design idea, I love it.  It doesn’t let you see what happens through the sphere though, the grid is obfuscated.  If it where the same texture as the sphere, it might work for me.

Yon

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Posted: 16 April 2007 01:12 AM   [ Ignore ]   [ # 65 ]  
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I’ve tried out the Cube/Sphere idea again, with the sphere a bit smaller.  Here there is no GI.  I still like the design refinement of Gianluca’s sphere bases and the inner sphere much better. 

I’m wondering for the sake of simplicity, ie, only one project to render, if this direction (with Gianluca’s design sense) would be better.  I like the grid design you guys came up with, and I’m noticing finally that it reflects the object… nice.  These images render in about a minute.  With GI it can be a half hour.

Another concern would be the number if faces.  If someone has a cool displacement map, it may not displace, unless the object is diced.  Should we dice it, or leave that up to them and the read me to sort it out?  Maybe the WIKI article should have a spot for notes as well, to include if the project is altered.  I’m sure the block texture would appear differently if I diced the object…

Just thoughts,
Yon

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Posted: 16 April 2007 01:42 AM   [ Ignore ]   [ # 66 ]  
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Hey Yon,
I think your Cube/ Sphere looks great.
I just sent you an updated Grid setup to try out.

Gianluca and I talked about shapes- he had developed a number of alternatives.

We basically settled on the original 3 he has shown before:
1) Sphere& Partial Ring (now with interior sphere)
2) Cube
3) Cloth over a Sphere

Gianluca also has a square “plane” object that may be included (it actually has some thickness).
This may be good for architectural windowglass, or perhaps good to show displacements.

Perhaps your Cube&Sphere;combo could be another alternate (I really like it)?

We don’t need 10 separate objects for the initial release, but some shapes will show off a material’s properties better than others, and this is an important aspect of the material preview.

Basically, I think people are going to need some choice here, and may not follow the “rules” when rendering the material preview, they may slightly alter the setup (like turning off the interior sphere or the ring in Gianluca’s model that you mentioned, or running a shape through dicer to get a tighter mesh for displacements)

This is not necessarily a bad thing, This project is going to evolve over time. We are just creating a starting point. I actually hope that this starts some people thinking and we get more people developing improved versions of these material objects.

Speaking of rendertimes....
30 minutes ain’t that bad....
I’ve been playing with the Maxwell Demo a little bit.
This is just a 500x500 preview of their standard material scene.
OVER 24 HOURS JUST FOR THIS LOW RES PREVIEW!
Actually, it wasn’t even finished… I cut it off at about 85% completion.
HA HA! It just makes me laugh!

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Posted: 16 April 2007 07:19 AM   [ Ignore ]   [ # 67 ]  
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It shouldn’t take 30 mins to render these with GI.... What settings are you using?

Also, yes, we can do a notes section on the wiki material pages.
Ian

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Posted: 16 April 2007 12:55 PM   [ Ignore ]   [ # 68 ]  
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Ok, I have update shapes. New cube shape with inner and color grid SSS effect.
I accept comment also for new position of camera, first image are most “bird” view.

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Posted: 16 April 2007 12:55 PM   [ Ignore ]   [ # 69 ]  
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Other images.

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Posted: 16 April 2007 03:37 PM   [ Ignore ]   [ # 70 ]  
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very beautiful, but a small comment: Is the EIAS Vers. No. necessary on the label (thinking of older/future Vers.)?

Anyway, keep up the good work!

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Posted: 16 April 2007 03:44 PM   [ Ignore ]   [ # 71 ]  
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The version number is helpful, as not all shaders work between versions.  Some of the textures created for 6.5 won’t import into 6.6 for example, even though the shader has been ported. 
Yon

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Posted: 16 April 2007 07:02 PM   [ Ignore ]   [ # 72 ]  
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Ok, i understand. Didn´t know that there´s a difference in texture formats between EIAS versions.
Thank´s for clarifying.

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Posted: 16 April 2007 07:07 PM   [ Ignore ]   [ # 73 ]  
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There isn’t. I think Yon is referring to the Noise Factory shader whose settings do not transfer from 6.5 to 6.6 (this is because Noise Factory was updated for 6.6).

Ian

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Posted: 16 April 2007 07:16 PM   [ Ignore ]   [ # 74 ]  
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Ian,
Thanks for the clarifying.  Would you also chime in on the version number thing, maybe it’s overkill, and only a note in the description is needed. 

Yon

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Posted: 16 April 2007 07:23 PM   [ Ignore ]   [ # 75 ]  
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Hi Yon,
Well, it looks great ;o)

So, I’d keep some form of signage there, though I personally would take off the version number, this could, as you say, just be a note in the description.

Ian

PS. Gianluca, I really like the inner cube on the SSS example.

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