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Material scene
Posted: 24 April 2007 05:34 AM   [ Ignore ]   [ # 106 ]  
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Nice work Gianluca!

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Posted: 24 April 2007 09:02 AM   [ Ignore ]   [ # 107 ]  
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These multiple objects may seem like overkill to some, but this really makes sense when you think about materials and mapping requirements for image based maps.

We now have objects for each basic mapping type- spherical, cubic, flat, UV and um… Whatever that last shape is supposed to be (it looks cool anyway).

I have often found it necessary to have different material setups for different shapes. A brushed metal texture needs to be setup differently for spheres and cubes, so the different preview shapes make a lot of sense.

Gianluca- you should be commended for starting this project, and all of your hard work in developing this material preview project!
Thanks from all of us in the EIAS community!

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Posted: 24 April 2007 09:48 AM   [ Ignore ]   [ # 108 ]  
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Seconded wink

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Ian Waters
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EI Technology Group, LLC.

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Posted: 24 April 2007 11:14 AM   [ Ignore ]   [ # 109 ]  
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Gianluca,

Thanks for all the work.  The objects look very nice.  I’m down with having a large assortment of shapes.  I do have a few suggestions though, as this could quickly become very muddled. 

First an aside on the shapes. It would be nice to have air bubbles in all the shapes that could be used for transparency.  It would also be nice if the ring on the sphere were thinner.  At the moment you don’t see much through the sphere except the ring (little info about transparency, caustics, refraction...).

The project folder should not have subfolders (materials, models, shaders, etc).  Everyone who opens the project is forced to find files this way.  It should be idiot proof.

Each shape should have its own project (Cube, Sphere, Cloth, Plane, Retro-organic).  Having to sort through, and turn on and off, all the cameras, models, etc. in one big project is bound to lead to issues.

Is there a reason that 5 cameras are in the project?  Is one camera not better?

The project still contains GI, which makes the solids look great, and creates a lot of problems for transparent objects and Bump/Displacement maps, and of course render times.

The caustics photon density of the key light should be higher than 1 maybe 2 (some folk won’t think to check this and common numbers for glass get higher.) Also, maybe splitting hairs, but the soft shadow and glass means a huge hit on rendering time.

It seems like the place where the material is to be added should be color coded red, so people know for certain where to drop their materials.  The master material should either be called something like ‘your material here’ or it should be removed from the project.

Finally, if Gi and soft-shadows remain, does it make sense to have two folders in the project, one collected project for solids, and one for transparent and bump objects.

Most of this is trying to make this straight forward and idiot proof.  Some one has to think for the masses.

It all looks great and it’s exciting to be moving forward to the material bank.
Yon

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Posted: 26 April 2007 05:51 AM   [ Ignore ]   [ # 110 ]  
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Hi Yon,
I have update master project with all your suggestion.
It’s a simply....
Torus ring are more thin.
Only 1 camera position for render.
Colored name shape for immediate mapping and named it into “MATERIAL HERE”
Also add Master Material link for mapping in head of project.
In this moment I still GI, the goal is most real material lighting but little long render time.

DOWNLOAD:
http://www.vgd.it/eias/project.zip

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Posted: 26 April 2007 08:31 AM   [ Ignore ]   [ # 111 ]  
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Thanks Gianluca!
This is great.
Well organized, and easy to understand.

The organic shape is especially good for materials with reflections/ edge falloff setings like the attached.

One note- some of the “grid” elements are turned off by default.
You may want to turn those on and re-post the download.

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Material-Scene_preview.jpg
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Posted: 26 April 2007 08:42 AM   [ Ignore ]   [ # 112 ]  
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Thanks Dave,
I have re-post the project with all grid elements on.

DOWNLOAD:
http://www.vgd.it/eias/project.zip

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Posted: 26 April 2007 10:16 AM   [ Ignore ]   [ # 113 ]  
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Gianluca,

We’re almost there.  I’ve posted a version of your project with a few changes for you to review.

http://blackboxdesign.com/EIAS/MaterialScene2.zip

One big change is that I set render>timing to current frame and # of frames to 1.  When rendering to slaves this can cause the slaves to render out all the frames in spite of the rendering being set to Image, not Movie.

Also I divided the project up so that each shape has it’s own project. 

Also you’ll notice there are no internal folders.  No searching for files. (a bit messy, and yet easy)

I almost want to create two folders so there is a standard version set up with out GI.  Some of my test renderings took an hour (maybe because of the range of frames issue?), and that’s using all the processors of a G5 Quad.  For some folks that is over night, and that may not happen for them.  The lights would be set up a bit different with GI.  Does that make sense to anyone, a no GI version included?

Finally we need to come up with a read me… I can do that once Ian gives us the go ahead.

Yon

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Posted: 26 April 2007 11:07 AM   [ Ignore ]   [ # 114 ]  
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Yon,
I have get your changes and re-post 2 links for GI and no GI.
Your div into each shape is optimal solution, no subfolders and very easy search path.
For GI question: I have a G5 quad and my sample render isn’t long time. But I think that with some complex
material, refraction and reflection render time so long with GI.
The no GI Scene is not really if render goal is simulate real world. But any user, any low end PC can use
a simply scene with only raytrace and GI off.
On repository is necessary indicate 2 possible scene download for material render with different effects. The user must
make 2 version of new material with GI on and off. This is a long way but material repository will be very complete.

DOWNLOADS
http://www.vgd.it/eias/MaterialScene_GI.zip
http://www.vgd.it/eias/MaterialScene_noGI.zip

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Posted: 26 April 2007 03:48 PM   [ Ignore ]   [ # 115 ]  
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You guys are REALLY shaking out the bugs!
This is a great collaboration!

I’ll check out the latest project files, too.

We should get Ian to include a download link for the final version on the main material Wiki page.
(download from the Wiki, not Gianluca’s site!)

Great work, guys!

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Posted: 31 May 2007 01:40 PM   [ Ignore ]   [ # 116 ]  
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So where are we now?  preview model ready? wiki ready?  read me ready?

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Posted: 31 May 2007 01:55 PM   [ Ignore ]   [ # 117 ]  
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Ian was starting on the Wiki.
We should all regroup and see how we could collaborate on that as well.

The Wiki is an open ended easy to edit system so potentially we could build some sample pages for what we want to set up, review, and edit until we were happy with what we develop. Then Ian could clean up our mess by deleting what we aren’t going to use.

Ian set up the test Material pages, we could work on developing things there starting with a to do list.

I think there may be a few issues with the preview model files for PC users, I think some of the filenames are missing extensions. Easy to fix.

Yon & Ian- Do you want me to start a to do list on the Wiki under the Materials section?
We could all add to it and mark items after they were completed.

This would divide the work among all of us.

Whatcha think?

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Posted: 31 May 2007 02:01 PM   [ Ignore ]   [ # 118 ]  
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You have my permission to do as much work as you like cheese
A list sounds like a good place to start.

Yon

By the way the file extensions show up for me (mac) maybe you have the Finder: preference checked to hide them?

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Posted: 31 May 2007 02:32 PM   [ Ignore ]   [ # 119 ]  
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Black Box - 31 May 2007 02:01 PM

You have my permission to do as much work as you like cheese
A list sounds like a good place to start.

Yon

By the way the file extensions show up for me (mac) maybe you have the Finder: preference checked to hide them?

Thanks Yon- I’ll check that out.
It’s always possible I was just hallucinating.

I’ll see what I can come up with for a list.

Mr. Waters- Any thoughts?

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Posted: 31 May 2007 02:37 PM   [ Ignore ]   [ # 120 ]  
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You’re not hallucinating.  The system is against us, OS X that is gulp

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