Material preview scene suggestion
Material preview scene suggestion
Dear all,
It seems that the grid material of the preview scene has 100% albedo between the lines, which is against every recommendation for diffuse materials! This makes white materials (such as 85 albedo) look darker in comparison and probably cause mis-adjustment of the material properties when adjusted in respect to the preview scene.
Correction needed!
I had to set it to 80% (via the B parameter of the albedo texture) for the styrofoam to look good
Also, it would be nice to have a perfect neutral color rendering in this scene. Setting both emitters to D65 spectrum, and setting white balance to D65, would ensure it together with Reinhardt or Linear tonemap.
Etienne
It seems that the grid material of the preview scene has 100% albedo between the lines, which is against every recommendation for diffuse materials! This makes white materials (such as 85 albedo) look darker in comparison and probably cause mis-adjustment of the material properties when adjusted in respect to the preview scene.
Correction needed!
I had to set it to 80% (via the B parameter of the albedo texture) for the styrofoam to look good
Also, it would be nice to have a perfect neutral color rendering in this scene. Setting both emitters to D65 spectrum, and setting white balance to D65, would ensure it together with Reinhardt or Linear tonemap.
Etienne
Last edited by galinette on Thu Oct 25, 2012 11:39 pm, edited 1 time in total.
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Material preview scene suggestion
Actually, setting the ground and wall material to 50% gray would be even better than white, to feel the real albedo of materials. White materials look not so good.
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Material preview scene suggestion
two good points, thanks Etienne.
Changing the mat preview scene really requires re-rendering all materials, so it's quite a big job tho
will definitely do tho.
Changing the mat preview scene really requires re-rendering all materials, so it's quite a big job tho
will definitely do tho.
Re: Material preview scene suggestion
+1galinette wrote:The scene definitely needs some real corresponding emitter/WB definition.. This way you will have pure grays (ie R=G=B) and any tint complaint will be due to monitors only...
I think that rendering all materials again is of a second priority against allowing color neutral preview renders ?
obsolete asset
Re: Material preview scene suggestion
Definitely. +1 to the request.CTZn wrote: I think that rendering all materials again is of a second priority against allowing color neutral preview renders ?
Re: Material preview scene suggestion
I started a completely fresh new preview scene, but there didn't seem to be much interest in it......
- PureSpider
- Posts: 1459
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Re: Material preview scene suggestion
That scene is AMAZING!!
May I have the scene file please?
May I have the scene file please?
Re: Material preview scene suggestion
I think they're really classy instead!
I wonder if Whaat can integrate them in one of the less used mat preview scene for SkIndigo.
..may I ask if they can be produced in meters? The current preview scene is quite small (in cm, I think), and in my experience it is not useful for most of the architectural materials I make.
I wonder if Whaat can integrate them in one of the less used mat preview scene for SkIndigo.
..may I ask if they can be produced in meters? The current preview scene is quite small (in cm, I think), and in my experience it is not useful for most of the architectural materials I make.
Re: Material preview scene suggestion
It's not really perfectionized yet, and of course you can have it in meters if you want.
I'm wondering though what to do about subdivisioning for displacement.
I'm wondering though what to do about subdivisioning for displacement.
Re: Material preview scene suggestion
That is one of the problems indeed.
Displacement is really hard to tell from the mat preview if that's in cm, because generally architectural models are in meters. So you don't actually have any "real scale behaviour" from the mat preview at the moment. It's all trial and error. We can do it, but that is a little annoying, that is all.
Also, simply resizing the mat scene wouldn't be the best choice, because diffuse maps would look too small to understand the material behaviour. You need to find a good-looking scale for the textures too
So in general, there would be some more work for you, and I'm a little shy to ask because I know it can be bothering. So if you plan it to be done, please take your time, there's absolutely no hurry for this! Thank you a lot!
Displacement is really hard to tell from the mat preview if that's in cm, because generally architectural models are in meters. So you don't actually have any "real scale behaviour" from the mat preview at the moment. It's all trial and error. We can do it, but that is a little annoying, that is all.
Also, simply resizing the mat scene wouldn't be the best choice, because diffuse maps would look too small to understand the material behaviour. You need to find a good-looking scale for the textures too
So in general, there would be some more work for you, and I'm a little shy to ask because I know it can be bothering. So if you plan it to be done, please take your time, there's absolutely no hurry for this! Thank you a lot!
- Polinalkrimizei
- Posts: 647
- Joined: Sat May 02, 2009 6:59 am
Re: Material preview scene suggestion
It's somehow more simple and elegant than the default one. Nice work
Re: Material preview scene suggestion
Hi All,
Here is the material preview scene with the changes suggested by Etienne:
* Two emitters are now using D65 spectrum
* Removed env map
* Set whitepoint to D65
* Background texture 'b' set to 0.5 (was 1)
* Tonemapping changed to linear.
Here is the material preview scene with the changes suggested by Etienne:
* Two emitters are now using D65 spectrum
* Removed env map
* Set whitepoint to D65
* Background texture 'b' set to 0.5 (was 1)
* Tonemapping changed to linear.
Re: Material preview scene suggestion
dag: Your preview scene looks really good, nice one.
Re: Material preview scene suggestion
Yes! Pure grays validated by photoshop...OnoSendai wrote:Hi All,
Here is the material preview scene with the changes suggested by Etienne:
* Two emitters are now using D65 spectrum
* Removed env map
* Set whitepoint to D65
* Background texture 'b' set to 0.5 (was 1)
* Tonemapping changed to linear.
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Material preview scene suggestion
Yeah. Looks kinda bad (reddish) on my monitor, but I guess that's just the monitor's fault.galinette wrote: Yes! Pure grays validated by photoshop...
By the way, do you know what the albedo is for e.g. white card that might be used for a studio setup like this? I think it may be more than 0.5.
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