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Hi, roy

It seems that you don't work anymore on the packet tracer (thread on IOR).

Sometimes, I find It give better result than Path Tracer. It's true that I use the PathT in most of the case. But I want to show you a material that give (for me) a far better result with the PacketT. And I'd like to know the explanation of such a difference. I have to say that I set the sky saturation to 0.0. I send the material that I did, and the picture. Thanks.

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This is really good.
I believe you have to make the map embedded as it comes out pale in ME.

The Glossy Reflection Shader is doing it here.  This shader prevents reflection rays in the case of the Packet Tracer.  The Path Tracer ignores this setting and always casts reflection rays.  In this case, the rays are causing it to pick up some sky color (reflections of the sky always have color despite the saturation setting.)  There will sometimes be differences which require material changes.

 

The only reason you're not seeing much work on the original engine is because it's pretty mature and working so well-- the PT is still new and I occasionally need to fiddle with it.  Definitely let me know if something isn't working properly.  The IOR thread was started by Ros.Riha who uses the Path Tracer, so the comments were directed that way,  They should still be valid for both engines.

Thanks Roy,

I notice that the blue color of the sky reflection seems to have more impact on the overall materials (concrete, wood...), in the case of the Packet T, than with the Path T. Contrary to the copper material. I have to use the Path T button to render the sample thumbnail in the Material Editor. I find this material so good in Packet T, that I would like to retrieve the same in Path T.

Xcuse me Akin, here is the material with textures embedded.

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Try turning down the highlight intensity somewhat.  Changing the highlight color may help as well.  There may be other solutions from my end, such as a setting to effect sky reflection saturation-- haven't thought about this much yet.
Thanks for sharing. Very unique material set up I must say. What is the difference between Specular Intensity and Specular Colour.

Specular intensity is the quantity of reflection, and specular colour is the color of the reflection.

Specular intensity in grey scale: black = minimum reflection; White = maximum reflection. In the limits of the overall reflection settings of your material.

Specular color allows you to show a material with contrasted colors variation of the reflections on his face.

I believe... Perhaps Roy will say I'm wrong...

 

Roy, on my material, I can't avoid that blue reflection with the Path T and changing all the textures. I keep the pressure!...

There's no pressure.  Some materials will require some changes since more paths of light are captured with the Path Tracer.  That's always been true and non-negotiable.  I'm curious as to whether you can get there at all with your copper material.

Sorry, Roy, I try everything I can, if I put reflection, I can't get rid of this blue sky color... Very strange.

Even when I put yellow or grey texture in "specular color", my overall color of reflection is grey, saturation of sky to 0.0. The only way is to stop any reflection on my material, and that's not what I want. It 's the case of a metal that is not chrome, and it works only with Packet Tracer.

This one may take some intervention from me-- two possibilities which come to mind right away:

 

Sky saturation for reflection decreases as the Shininess property does-- might work but will effect exisiting renderings.

A sky saturation switch on the material for reflections-- downside is that this is a complex property and tough to explain.

Thank you, Roy, for considering my problem, I send you the "dwg" purged, perhaps you need it ... a day.
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I added a Saturation setting to the reflection (highlight) area of the Material Editor.  Here are two path traced images with saturation set to 1.0 and 0.0 respectively.

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