advanced rendering for AutoCAD
Hi
Thanks for the input on converting AR3 and other personalized libraries.
My new queries are,
1) Apart from being disappointed that theres no Structured Library Folder Setup, the main issue now, is, when I go to the "Get Material From File" tab and open the converted Files folder (Thumbs) appear Washed Out or radio-active. (Refer to attached images)
This makes choosing or creating future materials a hit and miss. Is there a fix to this?
2) Is there a way to get the old Cubic Display for materials with a mm or inch scale - this made Scaling custom materials or using existing materials very easy
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2) Is there a way to get the old Cubic Display for materials with a mm or inch scale - this made Scaling custom materials or using existing materials very easy
Open the materials with the Material Editor and you have a choice of cube, sphere and even a slab.
1) Apart from being disappointed that theres no Structured Library Folder Setup, the main issue now, is, when I go to the "Get Material From File" tab and open the converted Files folder (Thumbs) appear Washed Out or radio-active. (Refer to attached images)
You might have to tweak some of these conversions with the Material Editor to get the desired result.
Try the materials out in your scene before editing them.
The preview is illuminated by a hdri which is fine for exterior materials, but gives the wrong impression for interior materials.
It would be nice if the preview had a lighting option to use either an interior or exterior hdri.
The preview appears to morph because it uses the same rendering engine as nXt so that you get a more accurate idea as to how it will look in your scene. I always leave the preview to run for a few second before saving the material, particularly with materials with soft reflections.
AR3 and Max previews are ray traced which is quicker, but less accurate.
The shaders are for speeding up rendering using the packet renderer by ommitting certain calculations. They have no effect if you use path tracer.
Thanks for the explanation.
Generally Peter, what sort of changes do you make to the material in the editor to get proper, less burnt out Milner Surfaces and for other materials like tiles etc.
cheers
It tends to be the intensity and sharpness of reflections that don't translate too well in that they come out too shiny.
For a smooth plastic I would set reflectivity as follows:
Intensity - 0.2
Sharpness - 0.4
Fresnel - 0.7
For a painted internal wall (using Path tracer) I would set the following:
Intensity - 0.05
Sharpness - 0.05
Fresnel - 0.5
Alternatively using standard rendering engine:
Glossy shader
Intensity - 0.15
Sharpness - 0.1
Fresnel - 0.5
For colour, don't worry too much about the preview image, just get the colour mix right.