Exponent
Posted: Tue Nov 04, 2014 2:46 am
Why is the C value for the exponent slot set to 100 by default? I always set this back to 0... Should I not be doing this?
https://www.indigorenderer.com/forum/
https://www.indigorenderer.com/forum/viewtopic.php?f=7&t=13329
But we use the B value for the base Exponent value. Why bother with a C default different then 0, simply set the B default to 100!OnoSendai wrote:An exponent of zero is extremely rough. A default of 100 is a more realistic roughness for a black texel in an exponent map.
My point exactly. It's not that B value I'm referring to but the C value... This isn't exporter related it's if you make a new material in Indigo when you click on the exponent slot to load an image the C value is always set to 100...Zom-B wrote:But we use the B value for the base Exponent value. Why bother with a C default different then 0, simply set the B default to 100!
huh - I always think of the C value as the base and the B as the multiplier. so if I have a plastic that should be shinier/more-polished in spots, the C is the roughest I would want my material to be at any point. I would pretty much never use a value of 0 for the exponent of any phong. but 100 is definitely higher than what I use for some materials...just depends on the case.Zom-B wrote:But we use the B value for the base Exponent value. Why bother with a C default different then 0, simply set the B default to 100!OnoSendai wrote:An exponent of zero is extremely rough. A default of 100 is a more realistic roughness for a black texel in an exponent map.
just so I understand... If I have an exponent with a B of 1000 and a C of 100 are you saying that when I use a black & white image file the completely white areas will effectively have an exp value of 1000 and the completely black areas a value of 100?bubs wrote:huh - I always think of the C value as the base and the B as the multiplier. so if I have a plastic that should be shinier/more-polished in spots, the C is the roughest I would want my material to be at any point. I would pretty much never use a value of 0 for the exponent of any phong.
that has been my understanding. though it probably depends on gamma setting of the texture somewhat too. but this could probably be confirmed using a nice solid black and white checker texture and comparing to normal phong exp values set in the B and C slotsbubs wrote:just so I understand... If I have an exponent with a B of 1000 and a C of 100 are you saying that when I use a black & white image file the completely white areas will effectively have an exp value of 1000 and the completely black areas a value of 100?bubs wrote:huh - I always think of the C value as the base and the B as the multiplier. so if I have a plastic that should be shinier/more-polished in spots, the C is the roughest I would want my material to be at any point. I would pretty much never use a value of 0 for the exponent of any phong.
Why that, he controlled everything using the B value, only raising the lowest exponent to 1 by having C @ 1!bubs wrote:Might want to revisit every material I've ever uploaded to the database!
No, the black will be 100 and the white 1100.bubs wrote:just so I understand... If I have an exponent with a B of 1000 and a C of 100 are you saying that when I use a black & white image file the completely white areas will effectively have an exp value of 1000 and the completely black areas a value of 100?bubs wrote:huh - I always think of the C value as the base and the B as the multiplier. so if I have a plastic that should be shinier/more-polished in spots, the C is the roughest I would want my material to be at any point. I would pretty much never use a value of 0 for the exponent of any phong.