This is a technical article of a scientific nature, the ultimate goal is to achieve a ring effect. In the process of implementation, the two concepts of Roughness and Anisotropy that need to be understood are analyzed in essence. Outline
The essence of Roughness
The efficiency problem of roughness calculation
The nature of anisotropy
Flowmap to aniRotationMap
The principle of making aniRotationMap directly by bypassing flowmap
Simple implementation in Substance Designer
The remaining problems are solved, why should we turn 90 degrees?
Change the fast renderer, I said to have Redshift
To sum up
The essence of Roughness:
Roughness is the essence of this parameter.
We first think about why there is a clear and fuzzy difference in the reflection of objects, because of the microstructure. Some objects have a neat microstructure and a clear reflection. Some objects have irregular microstructures, and the reflections on the macro are blurred. The keyword came, and the bumps were uneven. What CG attributes do you think of this word? Yes, it is bump.
Roughness == Bump.
You may not believe that evidence is here.
I made two goals in Maya.
The left ball uses the roughness to control the change of reflection roughness The right ball uses a whiteNoise texture attached to the bump, and the roughness change is achieved by controlling the strength of the bump (the roughness value is constant at 0, you can understand that this parameter is dropped on the shader ball, no more). > This whiteNoise is generated from the Substance designer software. In Maya, this whiteNoise made 100 uv repeats to ensure that the texture was dense enough to approach the so-called microstructure.
At the same time, it is very important to turn off the filter of the image itself to ensure that the texture is blurred when it is rendered too small (this will lose the original microstructure and cannot achieve the test results in this article)
Take the Redshift renderer as an example: In this comparison, you will find that even if the right ball does not use the roughness parameter, the final effect looks very close to the effect of the normal adjustment of the roughness parameter. Is the roughness too slow?
In our previous production process, the anisotropy was only used on certain materials that were particularly noticeable. This may be one of the missing parts of the material.
No matter what you do, you have to be brave to try!
The Essential Thinking Of Roughness And Anisotropy (1)
- 2019-03-29 17:12:44
- Redshift render farm
Next：The Essential Thinking Of Roughness And Anisotropy (2)
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