face_off wrote:Great work on this - thank you. If you could also post a .RVT which contains those physically based materials attached to the spheres that would help immensely.I will post tomorrow how I would assume the converted universal material looks like.
Paul
I worry I can't publish that file here, sorry, though the materials setup is really simple as you can see from the screenshots.
During the test I experience the same issues with the smoothed normals as described here https://render.otoy.com/forum/viewtopic.php?f=61&t=70522
The problem only affects geometry which is not generate parametrically in Revit e.g. imported meshes.
I rotated the spheres back due to that issue.
Proper converted materials should look like this in Octane.
Not sure what is going on with the backfaces on the leaf material, transparent is a bit strange and forget the last 2 for now
I tried to markup how the conversion should be done.
Green marks converted values, red are fixed values which should be set.
1. Metal
- Hightlight shape "Long Falloff" translates to BSDF model GGX, short stands for Beckmann.
- All (used in this examples) textures need gamma setting of 1 except albedo, though I'm not 100% sure for transmission.
- Proper texture scaling for all textures should be converted.
- Inside Relief Pattern (Bump) settings is a switch for either normal or height map, that needs to be evaluated somehow and converted accordingly.
- Smooth should be default imo
2. Opaque
- this example uses height map in the Relief Pattern (Bump) slot
- Height value could be converted
3. Opaque with Cutout
- this example uses normal map in the Relief Pattern (Bump) slot
Anyone seeing a mistake or has an idea for improvement, please join in.
I hope it helps.