AXF format for Car and products Companies
Posted: Fri Nov 25, 2016 1:37 pm
Hi Guys,
We had a lot of request and we saw a lot big companies are using this system internally to scan they shaders they call this format AXF create by X-rite "know it at VFX and photographic industry the guys who provide spider for screen calibration, color checkers and etc....
They use this tech to scan you materials via a mobile phone called SVBRDF https://mediatech.aalto.fi/publications ... hotSVBRDF/ mixed with two extra languages as CarPaint and FactorizedBTF. Anyway was trying to add a support on Octane I find quite possible using mix shader but I struggle on some stuffs...
• Diffuse Color, |Tcd (x)| = 3 channels
• Normal Map, |TN (x)| = 3 channels
• Specular Color, |Tcs (x)| = 3 channels
• Anisotropic Roughness, |Tps (x)| = 3 channels3
• Fresnel, |TF0 (x)| = 1 channel
• Material dependent:
– Clearcoat Layer IOR, 1 channel
– Clearcoat Layer Normal Map, 3 channels
Is not complex some of the option but other I don't have any Idea how I could make work with this Anisotropic Roughness, cause for the anisotropic we use the normal so I'm kind lost on this.
Please any help would be great special Developers.
I attach a paper of x-rite so you can understand better the concept.
Also do you think would be hard to get this shader language with Octane and if yes how long to have something?
Regards,
JO
We had a lot of request and we saw a lot big companies are using this system internally to scan they shaders they call this format AXF create by X-rite "know it at VFX and photographic industry the guys who provide spider for screen calibration, color checkers and etc....
They use this tech to scan you materials via a mobile phone called SVBRDF https://mediatech.aalto.fi/publications ... hotSVBRDF/ mixed with two extra languages as CarPaint and FactorizedBTF. Anyway was trying to add a support on Octane I find quite possible using mix shader but I struggle on some stuffs...
• Diffuse Color, |Tcd (x)| = 3 channels
• Normal Map, |TN (x)| = 3 channels
• Specular Color, |Tcs (x)| = 3 channels
• Anisotropic Roughness, |Tps (x)| = 3 channels3
• Fresnel, |TF0 (x)| = 1 channel
• Material dependent:
– Clearcoat Layer IOR, 1 channel
– Clearcoat Layer Normal Map, 3 channels
Is not complex some of the option but other I don't have any Idea how I could make work with this Anisotropic Roughness, cause for the anisotropic we use the normal so I'm kind lost on this.
Please any help would be great special Developers.
I attach a paper of x-rite so you can understand better the concept.
Also do you think would be hard to get this shader language with Octane and if yes how long to have something?
Regards,
JO