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Doing Surface Imperfections Right | Vray, Cycles, Arnold..

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In this tutorial we will be seeing how to improve the common "Roughness variation" workflow commonly used to add surface imperfection by taking inspiration from real phenomenons.

馃摑Some papers discussing concepts mentionned in the video:
Dirty Glass: Rendering Contamination on
Transparent Surfaces: https://cseweb.ucsd.edu/~ravir/dirtyg...
Measurement, Modeling, and Synthesis of
Time-Varying Appearance of Natural Phenomena : https://www.gujinwei.org/pdfs/thesis.pdf
Observation-driven generation of texture maps depicting dust accumulation over time: https://pmc.ncbi.nlm.nih.gov/articles...

This tutorial is presented on 3ds-max and Vray, but can be applied to any software / renderer out there.
Let me know if you have any thoughts or question in the comments!

馃毄Chapters:
00:00 - Introduction
00:19 - Identifying the issue with the common workflow
03:16 - What is Material Layering?
05:28 - Comparison
09:44 - Convert RGH Variation to MTL Layering
14:37 - When to use which?
15:16 - Disclaimer
16:50 - Substance Conversion
18:02 - Render cost
20:27 - Conclusion

馃幍 This episode's music is Rubberband Man by The Spinners