The Essential Thinking Of Roughness And Anisotropy (1)

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!
Reference: Daiwei  

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Using redshift to render a work Zen Bamboo
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This time, the cheapest cloud render farm for VFX, animation, CGI projects in the world, Fox Renderfarm wants to use a case to show the powerful rendering features of Redshift. In this case, C4D and Redshift are used to render a photo-level picture of fresh bamboo. The main elements in this picture are composed of several parts, bamboo and glass bottles, which are the most prominent places in the picture. The difficulty lies in the part of the bamboo, especially the part of the bamboo texture. Scene construction The elements of the scene are simple, including tables, books, clocks, bottles and plants in the foreground. It is also possible to use some existing models directly, and choose an angle that shows the bamboo. It is still very simple to see the entire project now. The bottle uses an existing model and there is a layer of water inside the model. There is still a problem. The bottle is empty and needs to add some stones and bamboo. So, to make a stone first, you can add a launcher under Simulate / Particles / Emitter to make a stone. Transmitter settings, Create a sphere to make a stone, then make a different shape, drag all the stones under the emitter, then play to a suitable height and convert the stone into an object. The floating stones can be hidden. Create a bamboo using a Tube. Create other items for the scene, the wall and the wooden table. Place the camera: Material The material starts from the simplest. All the props do not use the Redshift material, but use the Cinema 4D's own shader. The background wall adds a default material to place the lights. Add wood grain to the board. Next, the bottle material uses the default Glass. After adjusting the value, copy a layer of glass material to the water level, modify the preset Water, and continue to adjust the value. The stone material uses a random color that makes the stone look more versatile. The bamboo material uses a gradual overshoot to increase exposure. Make a bamboo node using Vertex Attribute and Ramp. Lighting and adding other items In addition to Dome Light, you need to add an Infinite Light to change the brightness and keep the scene from being too bright. Adding a plant from the own plant library to the foreground of the lens, you can see that the effect of the lens is already very good. But trying to achieve the best results requires constant experimentation. Add other items, clocks, books, milk cartons, and photo frames to the scene, all using existing models and materials. Then output the test results. Post-production adjustment Adjust brightness, contrast, exposure, and change colors.
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