Author Topic: VRscans  (Read 8716 times)

2016-02-24, 09:40:01

jjaz82

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very interesting, in my work lately I need to simulate complex materials (increasingly complex), if  I understand, i just send a sample and they will generate the finished material.

http://www.vrscans.com/

2016-02-24, 11:45:22
Reply #1

tomislavn

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Just read about it on Facebook. It seems like it yeah, only for V-Ray though (but you can convert that to Corona I guess).
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2016-02-24, 11:50:25
Reply #2

DeadClown

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only for V-Ray though (but you can convert that to Corona I guess).
I doubt it. It'll be a fancy lookup table and not a material definition we're used to with changeable properties.
Any sufficiently advanced bug is indistinguishable from a feature.

2016-02-24, 11:55:27
Reply #3

tomislavn

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only for V-Ray though (but you can convert that to Corona I guess).
I doubt it. It'll be a fancy lookup table and not a material definition we're used to with changeable properties.
Heh, in that case I guess we're out of luck :)
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2016-02-24, 13:23:46
Reply #4

maru

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I saw it yesterday and the photo vs render samples look impressive.

We should send them a Corona tshirt.

2016-02-24, 14:01:05
Reply #5

Alessandro

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Good results with skin and fabric. Curious to see how they work on a little bit complex texture, like wood, stones, textured fabrics and so on.
My Ducati or a render with Corona.....mmm, hard question!
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2016-02-24, 14:50:35
Reply #6

Juraj Talcik

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20x20cm limitation, that is the maximum size. You can procedurally tile high-frequency details in mats like metals, paints, fabrics, just fine, but yeah, forget about wood :- )
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2016-02-24, 16:05:02
Reply #7

jjaz82

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20x20cm limitation, that is the maximum size. You can procedurally tile high-frequency details in mats like metals, paints, fabrics, just fine, but yeah, forget about wood :- )
yep.. this is a big limitation...

2016-02-24, 22:59:49
Reply #8

Ondra

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AFAIK the biggest challenges in BTF are accurate capture, de-tiling, user editing, and compression (the dataset can have gigabytes even for simplest texture). These are all things that happen outside of renderer, so it should be easy to support with Corona, if they elect to make API public.

We should send them a Corona tshirt.
We already exchanged T-shirts with vlado :D.

« Last Edit: 2016-02-24, 23:42:27 by Ondra »
Rendering is magic.
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2016-02-25, 09:36:46
Reply #9

jjaz82

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hahaha great :D

2016-02-25, 09:41:16
Reply #10

romullus

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We already exchanged T-shirts with vlado :D.

It's pretty obvious that Corona team uses beter washing powder...
I'm not Corona Team member. Everything i say, is my personal opinion only.

2016-02-25, 12:39:22
Reply #11

johan belmans

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We already exchanged T-shirts with vlado :D.

It's pretty obvious that Corona team uses beter washing powder...

Or the Vray shirt is more wore then the Corona one..... :-)

2016-02-25, 22:00:23
Reply #12

Jahman

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wrong gamma

2016-02-29, 14:12:47
Reply #13

philippelamoureux

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cg garage podcast 62 with Vlado! They explain what is vrscans, what's the process, etc. Good stuff!

https://labs.chaosgroup.com/index.php/category/cg-garage-podcast/

2016-10-26, 13:35:35
Reply #14

Fluss

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The new VRscans library is out ! Check it here :

https://www.chaosgroup.com/vrscans

Would be interested of seeing some tests. If anyone have suscribed, let us see your results !

Edit: To me, it's quite overpriced... They capture Bidirectional texture function, contrary to traditionnal PBR scanning workflow we know. Seems to be a quite time consuming workflow (based on thousands shots), maybe that explains the costs.

What do you think about it guys ?
« Last Edit: 2016-10-26, 13:46:40 by Fluss »