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I had another look at the material conversion in 2.24.1.
I will try to provide information about the following separate issues in this one post:
- Issues with Iray Auto Conversion: The lack of Glossy Materials with an example Shader Mixer workflow,
- Issues with Iray Auto Conversion: Diffuse maps not included
- Issues with 3Delight Auto Conversion: A volume is not created when different settings are used for scattering and absorption on different surfaces
- Another look at the needs of different users: What t_3 tried to implement but did not have time to finish
IF possible there should not be just one auto conversion rule for all occasions.
In the long run the users should be able to select between different auto conversion rules for different tasks.
It cannot be expected that a huge challenge like this is now implemented in the very limited time available.
But it seems important to get a basic understanding about all the challenges waiting ahead to better plan what can be achieved in the short term and what needs to wait until the OctaneRender 3 implementation is done.
Nevertheless what we can do now and what everyone can help with:Side Note:
Many OctaneRender users do not have much or any Iray experience at all.
Therefore face_off and the users are facing a similar challenge:
Getting an understanding about all the Iray nodes from scratch.
This will not happen in just a few days.
Load content with Iray materials and check what looks good and what not and post the results.
Issues with Iray Auto Conversion: The lack of Glossy Materials with an example Shader Mixer workflow
Example: Step Van Zombie Hunter
- Diffuse and Bump maps load all ok
BUT
There are no glossy materials created at all.
-> Question: which Iray bricks create results that are similar to glossy materials
To answer the question we can
- select a surface in the scene with the surface selection tool
- Open the Shader Mixer (this is not the same as the Shader Baker)
- select File / Import from Scene
This will now show the Node setup of the imported surface of the Iray Materials similar as the Node Graph Editor in OcDS.
At first glance this can be a bit confusing. But at second glance you may start to see a logic.
- In Iray the "User Parameters" are on the left side.
In the middle there is the node for PBC Metallicity Base.
The big challenge is now to figure out which exact settings define the look of the metallic surface in Iray and how can that be translated into an OctaneRender "Glossy Material"?Side Note:
In OctaneRender we have the main Materials
- Diffuse
- Glossy
- Specular
It seems in Iray the main nodes for "Base Mixing" are
- PBR Metallicity / Roughness
- PBR Specular / Glossiness
- Weighted
Now you could say: Just transform the OR diffuse materials to a glossy material manually.
Well here is the deal:
There are 263 Materials on over 500 surface zones in the example scene.
IF there is any chance to have an automated solution to detect glossy materials in Iray and transform them to a similar OctaneRender material setup this would help a lot to save time in fine tuning the result.
Example: If an auto conversion at least creates a Glossy material with default settings we already saved the user from clicking on the Diffuse Material and switching it to a Glossy Material about 100 times. The user may still need to adjust roughness settings but at least not everything is diffuse in the scene.
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Iray Materials Autoconversion for figures - Diffuse map is not carried over
It seems many Iray material presets that use both normal and bump maps in combination with diffuse maps end up as a gray mix material in OctaneRender.
For some reason the Diffuse maps are not applied during the Auto Conversion.
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3Delight Materials Autoconversion for figures: Visible differences at surface zone borders
Everyone has access to the free Genesis 3 Male figure from the "Genesis 3 Starter Essentials".
You can observe that at the border of surface zones between torso and limbs and face visible lines are generated.
This is caused because each of those surface zones has different "Scattering" values applied.
Maybe If instead of using a map with a color just using a color in the "Scattering" node this simple setup would actually work.
In any case IF you are trying to generate SSS, Transluceny or Refraction effects it is important to use the SAME absorption and scattering settings on ALL surfaces that generate a volume.
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The needs of different users:
Complex Auto conversion as a starting place for new users and background objects
Especially users starting with OcDS may be very happy about an auto conversion that creates good looking materials with the click of a button.
It is a great feeling if your first renders with OcDS already look good without the need to actually understand what is happening behind the scenes.
In addition if there are 100+ materials in the background it is great to be able to just rely on the auto conversion for everyone.
Even the most advanced users are happy to save time without having to double check all those countless objects in the scenes that are not crucial to the end result.
I am under the impression that t_3 wanted to create an auto conversion that achieves those result.
Nevertheless it also seems t_3 did not have the time to actually finish this idea and work out all the issues.
Simple Auto Conversion as a starting point to create custom materials
On the other hand all those efforts that create already advanced auto conversion results may not be a good starting place for users who want to create their materials from scratch.
A great place to start any workflow may just be a diffuse material with bump maps applied.
Then the advanced users can create their own more complex material setups without having to first delete xy unwanted nodes on xy different surfaces before they actually can start.
Different sets of material conversion rules available at the same time?
Is it possible to add many different sets of auto conversion rules to the preferences page so different types of users can experiment with different rules and choose the one that fits their individual workflow the most?
Example:
Personally I may be very happy with the "Bump Map Priority" rule discussed earlier.
But users new to OcDS might actually be quite happy with a working more complex Mix Material setup that does also try to create nodes with scattering and absorption.
If it would be possible to have different auto conversion rules selectable at the same time this would also offer room for experimentation without affecting the work flow of those users who need a stable build.
A new set of rules could be implemented as a BETA auto conversion rule set while the previous stable auto material conversion rule set is still available with the click of a button. Users can try out the new advanced rules and give feedback but still have a working fall back solution with the last stable advanced or simple conversion rule set.
Some example details how auto conversion rule sets could be implemented:
- face_off implements his first version of a "Simple Conversion" rule set that makes sense for him.
- Instead of just removing all the auto conversion rules that t_3 implemented could it be possible to keep them for now as a complex conversion 2.23 BETA?
- Add a selection for different auto conversion rules to the preferences tab.
- A status could be added to the rules so users know if it is the recommended rule set or still in beta.
- Simple conversion: bump map priority rules (recommended)
- Simple conversion: normal map priority rules (alternative)
- Complex conversion: 2.23 rules (BETA state)
- Complex conversion: 3.x rules (BETA state)
Then in the long run when there is more time to have a look at advanced auto conversion options additional new rules could be added and obsolete unfinished rule sets could be removed.