Great news, should speed up the import of Substance materials a lot.
Any guess of when the next beta will be released?
I think tomorrow or the day after.
I had to redo part of the metallic workflow. I started with Carrara blurry reflection, but render time where awful. I had to find a way around it and I think I have it now.
This is a first test with a material found if Substance Share.
Working with material exported from Substance Player is fine because it's easy to test if I get a comparable result.
Yes, test of the metallic workflow is going well. But, as it's tedious to set all parameters for the metallic workflow, I prefer to build an importer (the one click kind) before releasing.
A new beta is available. It adds the metallic workflow and an importer. New version is available here
The importer was necessary because the metallic workflow add a lot of subshaders.
There is a new entry in the file menu: "Import PBR from directory"
If you click on it, you'll be prompted for the directory where the maps are located:
If you choose one and Click OK, a new window appears:
The program willmake an educated guess for the files names using common naming convention. You can of course check and change the file (each line contains the list of all images in the directory).
If you have a roughness map and not a glossiness map, select the roughness map in the glossiness list and click on the "Roughness map" checkbox near to it. The program does it automatically if it recognize the file name.
As a default, the name of the directory will be the name of the shader, but you can of course change it.
If you click on "OK", the shader is created and is available in the scene shader list:
A new beta is available. It adds the metallic workflow and an importer. New version is available here
The importer was necessary because the metallic workflow add a lot of subshaders.
There is a new entry in the file menu: "Import PBR from directory"
If you click on it, you'll be prompted for the directory where the maps are located:
If you choose one and Click OK, a new window appears:
The program willmake an educated guess for the files names using common naming convention. You can of course check and change the file (each line contains the list of all images in the directory).
If you have a roughness map and not a glossiness map, select the roughness map in the glossiness list and click on the "Roughness map" checkbox near to it. The program does it automatically if it recognize the file name.
As a default, the name of the directory will be the name of the shader, but you can of course change it.
If you click on "OK", the shader is created and is available in the scene shader list:
Started playing with the importer, and it's looking pretty good. I'm looking at the situation where there is one folder containing all the maps for multiple (many) shaders. This will be the typical situation for someone creating a Carrara version of a DS Iray set.
I like that it is intelligent in finding the maps for the shader I'm working on. (So I select "Airlock Door" in the Carrara shaders list, and it finds my maps (AirlockDoor_metallic, AirlockDoor_roughness etc))
Albedo/Colour map is often just the base name of the shader, and it doesn't currently find that.
Also, could you add the base name of the selected shader to the default? (so it is, say, FolderName_BaseName) - That would save a lot of typing!
I've browsed through Studio documentation and I' seen the diffrent lighting model:
3Delight:
Plastic: The Plastic lighting model has additive Specular highlights. Highlights are generally very bright and reflect the color of light projected on to it.
Metal: The Metal lighting model uses metallic (isotropic or elliptical) highlights, which are multiplied through the base surface color, thus tending to produce a slightly brighter tint of the same hue.
Skin: The Skin lighting model uses sub-surface scattering to give the appearance of a semi-translucent layer (skin) with a blue sheen and a red opaque sub layer (blood/muscle).
Glossy (Plastic): The Glossy (plastic) lighting model uses a Fresnel function to make the surface act more reflective at glancing angles. It also calculates specularity in a way that produces a more uniformly bright highlight (sharper), thus making the surface look glossy. Eyeballs are a great example.
Matte: The Matte lighting model completely ignores the Specular channel.
Glossy (Metallic): The Glossy (metallic) lighting model is similar to the Glossy (plastic) model, but the calculations are adjusted to produce a gloss that mimics the gloss of highly-polished metal.
Glossy (plastic and metallic), metal, Matte & PBR are quite easy. I have to investigate more on plastic (different glossiness scale) and Skin (how the red SSS is handled). If anyone has experience in the subject, you're welcome to contribute.
At this stage, I reproduce the parameters by hand to compare IRays and Carrara renders. Only when I have the equivalence settled, I'll work on an importer. For instance, skin renders are more yellowish in Carrara and I would like to understand why.
I suspect it's because iray makes extensive use of reflectivity and fresnel joint with a different gamma correction applied to maps, no technical evidence only a mere opinion
Comments
Sweet, any day now...
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Yes, test of the metallic workflow is going well. But, as it's tedious to set all parameters for the metallic workflow, I prefer to build an importer (the one click kind) before releasing.
I hope to finish it tomorrow.
Great, can't wait.
Will try to support with some documentation and examples.
https://www.poliigon.com/search?is_free=true There are some more here free to try
A new beta is available. It adds the metallic workflow and an importer. New version is available here
The importer was necessary because the metallic workflow add a lot of subshaders.
There is a new entry in the file menu: "Import PBR from directory"
If you click on it, you'll be prompted for the directory where the maps are located:
If you choose one and Click OK, a new window appears:
The program willmake an educated guess for the files names using common naming convention. You can of course check and change the file (each line contains the list of all images in the directory).
If you have a roughness map and not a glossiness map, select the roughness map in the glossiness list and click on the "Roughness map" checkbox near to it. The program does it automatically if it recognize the file name.
As a default, the name of the directory will be the name of the shader, but you can of course change it.
If you click on "OK", the shader is created and is available in the scene shader list:
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Make that a double thanks !!!!!
More metals
thanks Philemo, great job as usual
Thanks.
Will write a CarraraCafe article later today, should be possible to use as a PDF.
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well, it works fine but would be better in a pretty new rendering system like REYES for example
thanks again!!!
Starting to experiment how to convert Studio shaders to PBR
First test:
Render time 5mn (mostly on transmapped hair with light through transparency, nothing new there), no postwork
Used Disney Subsurface scattering with Stéphanie SSS map (visible on the knees, the fingers and the nose).
Used Disney Sheen effect on shirt
you've been making my days Philemo
Amazing. Philemo, you just continue to astound me.
Started playing with the importer, and it's looking pretty good. I'm looking at the situation where there is one folder containing all the maps for multiple (many) shaders. This will be the typical situation for someone creating a Carrara version of a DS Iray set.
I like that it is intelligent in finding the maps for the shader I'm working on. (So I select "Airlock Door" in the Carrara shaders list, and it finds my maps (AirlockDoor_metallic, AirlockDoor_roughness etc))
Albedo/Colour map is often just the base name of the shader, and it doesn't currently find that.
Also, could you add the base name of the selected shader to the default? (so it is, say, FolderName_BaseName) - That would save a lot of typing!
Updated news post at CarraraCafe:
http://carraracafe.com/news/new-carrara-plug-in-pbrlightingmodel/
Updating the manual now...
Ok, seems I was ascribing it too much intelligence, lol. Looks like it only picks the first shader in the folder. Ho hum.
Made a manual based on the forum threads.
Attached the PDF version and the LibreOffice ODT version too, zipped to be allowed to be uploaded.
Astounding! Wow Philemo, thanks for your work on this!
thank you 3drendero, really appreciated
here dozens of free maps to play with: http://www.cc0textures.com/home
I've browsed through Studio documentation and I' seen the diffrent lighting model:
Plastic: The Plastic lighting model has additive Specular highlights. Highlights are generally very bright and reflect the color of light projected on to it.
Metal: The Metal lighting model uses metallic (isotropic or elliptical) highlights, which are multiplied through the base surface color, thus tending to produce a slightly brighter tint of the same hue.
Skin: The Skin lighting model uses sub-surface scattering to give the appearance of a semi-translucent layer (skin) with a blue sheen and a red opaque sub layer (blood/muscle).
Glossy (Plastic): The Glossy (plastic) lighting model uses a Fresnel function to make the surface act more reflective at glancing angles. It also calculates specularity in a way that produces a more uniformly bright highlight (sharper), thus making the surface look glossy. Eyeballs are a great example.
Matte: The Matte lighting model completely ignores the Specular channel.
Glossy (Metallic): The Glossy (metallic) lighting model is similar to the Glossy (plastic) model, but the calculations are adjusted to produce a gloss that mimics the gloss of highly-polished metal.
Iray
PBR Metallicity/Roughness:
PBR Specular/Glossiness
Weighted
Glossy (plastic and metallic), metal, Matte & PBR are quite easy. I have to investigate more on plastic (different glossiness scale) and Skin (how the red SSS is handled). If anyone has experience in the subject, you're welcome to contribute.
At this stage, I reproduce the parameters by hand to compare IRays and Carrara renders. Only when I have the equivalence settled, I'll work on an importer. For instance, skin renders are more yellowish in Carrara and I would like to understand why.
I suspect it's because iray makes extensive use of reflectivity and fresnel joint with a different gamma correction applied to maps, no technical evidence only a mere opinion
dunno if this video may be of some help particularly the part related to PBR settings for renderman: https://www.youtube.com/watch?time_continue=44&v=hvkck_P8Kt8
I've decided to support CC0Textures on Patreon. He is creating one (very good) texture set each day. I think it's really worth it.
I'm now thinking about supporting HDRIHaven, but, as there is a limit on my funds -:), I'll try to restrict. But I love the idea.
Philemo, I'd love to see you on patreon too, as well as Alberto
a good chance to keep carrara alive and kicking
another link maybe of some interest for you, especially the manual: https://www.thearender.com/site/index.php/products/substance-to-thea-material-converter.html
Many thanks for all your hard work!
Another source of PBR material: https://www.cgbookcase.com/downloads/
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