Author Topic: New Energy conservation mode  (Read 31753 times)

2014-07-10, 20:59:25

Ondra

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As a first step towards more physically plausible materials, I've added new energy conservation mode that automatically dims diffuse color as reflection is increased. It should be faster, simpler, more realistic, and is consistent with what mental ray and vray does.

Because it changes the way materials render, it is disabled by default so existing scenes do not break. Any newly created materials have this mode however enabled. It is a simple checkbox in advanced material tab, so you can switch it any time.
Rendering is magic.
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2014-07-10, 22:47:52
Reply #1

ecximer

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Great idea. Thank you.
sorry for my english

2014-07-10, 23:28:48
Reply #2

DeadClown

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added buttons to the Material Converter to switch all old materials to the new mode (or vice versa)
Any sufficiently advanced bug is indistinguishable from a feature.

2014-07-11, 00:04:25
Reply #3

Ludvik Koutny

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And as a little bonus, with addition of this new energy conservation mode, translucency fraction is now mappable! :)

2014-07-11, 00:29:23
Reply #4

Juraj Talcik

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Nice. Looking forward to test how it compares with and without.
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2014-07-11, 00:31:19
Reply #5

Chakib

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+1 i would love to see the comparison too

2014-07-11, 01:23:45
Reply #6

arqrenderz

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Comparisons!! +1
and a little more explanation about the subject wont hurt ;)

2014-07-11, 02:13:53
Reply #7

antanas

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Why? Why do you always add such wonderful features when the ends of my deadlines are drawing nigh - how will I be able to resist the temptation to test now ??? Jokes aside - sounds like both of those are some really useful features, so I probably won't resist the temptation any longer - to hell with deadlines :)

2014-07-11, 08:01:07
Reply #8

Polymax

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Really good idea! Than you!
Corona - the best rendering solution!

2014-07-11, 08:41:06
Reply #9

BlessOd

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It wonderful. Thank you.
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2014-07-11, 09:42:11
Reply #10

Ludvik Koutny

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I think you all overestimate it a bit. It's not a new killer feature. It will just make materials slightly more accurate, and it will make you naturally create materials with slightly lower average albedo. But it will not make your images instantly more realistic. It's more like when Corona switched from XYZ to WideRGB colorspace. It made some difference, but no one was suddenly producing better renders.

On the other hand, it could noticeably improve performance in scenes with large amount of bright reflective surfaces.

2014-07-11, 11:12:32
Reply #11

maru

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Here is a quick ugly comparison. Not a "real life example" but I just wanted to see the difference.

2014-07-11, 11:27:25
Reply #12

Ondra

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Here is a quick ugly comparison. Not a "real life example" but I just wanted to see the difference.
Nice example, is it PT+PT or HD?
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-11, 11:51:16
Reply #13

vicnaum

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Niiiiicccceee!


Slowly moving towards PBR. Great.

2014-07-11, 12:14:15
Reply #14

pokoy

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That would explain why some of my tests looked as if there's too much direct light contribution in some cases - thanks for 'fixing' this ;)