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Modifed version of SU2KT 2.21
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Hi notareal
i think it looks good .... but there are some things to keep in mind .
First you have used the plastic material and the most rouge / blurry one .
There is one small problem and i dont know if Giannis can "fix" it , it has to do with when the material is more blurry , the reflection seems to be less strong and therefore you have to compensate in the Layer weight for the diffuse color a bit ( which you have don correctly) but the problem right now is that you have to eyeball it and there is nor "rule " to know if the compensation is correct or to muche
The best way would be if Giannis could calculate the apparent energy loos and so automatically adjust the Procedural Fresnel for the Diffuse color .
Another thing is that you have applied the material to all objects in your scene ( at least it looks so to me ) and normally you could use just a simple diffuse color without specular layer for alot of materials ( like diffuse walls and also for the grass when using a bitmap)
The basic plastic Library is just for plastic ( IOR = 1.46) and we would need to make a special one for wood ( maybe this one could also work for wood ) and other material like you suggested
All in all i think that this system can work very well ( fandango
)
Another important thing is that SU2KT needs to be able to calculate the sun intensity like KT dos when using physical sky , otherwise the whole system will not work correct ( or that good) .... making the sun intensity = 3.00 for all situations is not the solution ..... maybe people should just reassign the sun and location once they open their models in KT before rendering ....
i think i have find a bug in the last KT beta .... procedural Fresnel seems to be broken when using blurry specular reflection with Layered materials .... need to make more test
Greetings Patrick
i think it looks good .... but there are some things to keep in mind .
First you have used the plastic material and the most rouge / blurry one .
There is one small problem and i dont know if Giannis can "fix" it , it has to do with when the material is more blurry , the reflection seems to be less strong and therefore you have to compensate in the Layer weight for the diffuse color a bit ( which you have don correctly) but the problem right now is that you have to eyeball it and there is nor "rule " to know if the compensation is correct or to muche

The best way would be if Giannis could calculate the apparent energy loos and so automatically adjust the Procedural Fresnel for the Diffuse color .
Another thing is that you have applied the material to all objects in your scene ( at least it looks so to me ) and normally you could use just a simple diffuse color without specular layer for alot of materials ( like diffuse walls and also for the grass when using a bitmap)
The basic plastic Library is just for plastic ( IOR = 1.46) and we would need to make a special one for wood ( maybe this one could also work for wood ) and other material like you suggested

All in all i think that this system can work very well ( fandango

Another important thing is that SU2KT needs to be able to calculate the sun intensity like KT dos when using physical sky , otherwise the whole system will not work correct ( or that good) .... making the sun intensity = 3.00 for all situations is not the solution ..... maybe people should just reassign the sun and location once they open their models in KT before rendering ....
i think i have find a bug in the last KT beta .... procedural Fresnel seems to be broken when using blurry specular reflection with Layered materials .... need to make more test
Greetings Patrick
4 posts
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