zap's repository of mental ray tips and tricks, frequent questions and their answers, and some smoke and mirror mental ray trickery you may not find elsewhere...
2013-08-26
Movies using mia_material / Arch&Design ?
Hello!
I'm compiling a list of movies that use the mia_material shader (known as "Arch&Design" if you are a 3ds Max user). I need this to present in front of the Sci/Tech Oscars committee on September 19th 2013... so quick answers are better then slow ones :)
Did you work on a feature film?
Let me know in the comment field, or drop me an email, tweet me a DM @MasterZap or... whatever.
Thanks!
/Z
2013-08-19
Shinines vs Rougness vs XXX poll
I have a question about preference, since this seems to differ between people I talk to... and I'm starting to be curious as what is actually most "widespread":
The question: For a glossy reflection shader, what parameter do you want to define how "glossy" reflectoins are... and what "direction" should it work?
Clearly the name "glossiness" (that mia_material) uses is suboptimal, because some people associate "more glossiness" with "more blurry reflections" whereas others associate "more glossiness" with "more polished i.e. closer to a mirror".
So there are a few choices, either go with "shininess" which is easier to understand that a "higher" value is "more like a mirror". However, Physically Based Shading is talking increasingly about "roughness" as the value (the MILA shaders use that, for example). Unfortunatly, the "roughness" as defined in physics goes from "zero to infinity" in a very visually "nonlinear" way, and hence is very hard to map a texture to. In the other end of the spectrum we have "specular exponents" like Phong, that also go from "zero to infinity" but the other way around.....
So .... I just want to hear from you, the user community, what you think is preferred.
/Z
/Z
The question: For a glossy reflection shader, what parameter do you want to define how "glossy" reflectoins are... and what "direction" should it work?
Clearly the name "glossiness" (that mia_material) uses is suboptimal, because some people associate "more glossiness" with "more blurry reflections" whereas others associate "more glossiness" with "more polished i.e. closer to a mirror".
So there are a few choices, either go with "shininess" which is easier to understand that a "higher" value is "more like a mirror". However, Physically Based Shading is talking increasingly about "roughness" as the value (the MILA shaders use that, for example). Unfortunatly, the "roughness" as defined in physics goes from "zero to infinity" in a very visually "nonlinear" way, and hence is very hard to map a texture to. In the other end of the spectrum we have "specular exponents" like Phong, that also go from "zero to infinity" but the other way around.....
So .... I just want to hear from you, the user community, what you think is preferred.
/Z
/Z
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