Velvet material

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Velvet material

Postby zukazuka » Sun Sep 12, 2010 9:24 am

I saw something in source control about a new velvet material...

Maybe this thread could be for samples and examples? I haven't tried it myself yet but it sounds cool...
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Re: Velvet material

Postby SATtva » Sun Sep 12, 2010 10:25 am

See here and below for details. Although a dedicated thread is a good thing.
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Re: Velvet material

Postby syndaryl » Wed Sep 22, 2010 12:54 pm

Here's one I did last night, baked to just under 1k samples (It's still baking, should have 2k by the time I get home from work I hope). I cleaned up a couple of speckles in GIMP that I'm hoping will bake out.

I also adjusted the colour balance in post here at work, because I didn't have time to adjust lighting colour this morning - I'll be doing that via the light panel of course when I get home and do a final.

Exported via Reality from Studio, manually edited to use velvet and the mapped texture on the tablecloth, instead. Using the Windows binary build from the 18th, windows 7 64 bit.
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Re: Velvet material

Postby SATtva » Wed May 02, 2012 12:06 am

Looks like something went terribly wrong with velvet. This is how it renders in 1.0RC1 with directlighting:

velvet-high.png
Velvet. All default settings except for diffuse color. Objects in the scene are 40 cm high.

The terminator issue is aweful. I wasn't sure about Thickness parameter units. It's 0.1 by default which is extreme if it's supposed to be metric units (or is it unitless?), so i've tried 0.005 as something more reasonable:

velvet-low.png
Velvet w/ low thickness

Still the same. In any case, it looks nothing close to the original images by tomb when velvet was just introduced. I've also made a couple of reference images:

matte.png
Matte
glossy-mb.png
Glossy Multibounce

As you can see, the terminator issue is barely visible on the lowpoly sphere, and the highpoly jar looks ok in both cases.

Should i file this as a bug, or maybe i'm missing something here?
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Re: Velvet material

Postby SATtva » Wed May 02, 2012 12:45 pm

The problem doesn't seem to be related to our recent development -- with Lux 0.8 velvet renders identically. Still, something is really wrong here.
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Re: Velvet material

Postby tomb » Wed May 02, 2012 1:45 pm

Indeed. I think there is something fundamentally wrong with my implementation of the original paper. Unfortunately, I dont have time to investigate it. Perhaps the velvet brdf should be retired and replaced by multibounce glossy. At least until it is correctly implemented/fixed.
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Re: Velvet material

Postby SATtva » Wed May 02, 2012 10:35 pm

What i found interesting in your images here is they don't show the terminator issue on torus and cylinder at all. Do you remember whether you've used triangle meshes or shapes?

tomb wrote:Perhaps the velvet brdf should be retired and replaced by multibounce glossy. At least until it is correctly implemented/fixed.

Agreed.
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Re: Velvet material

Postby tomb » Thu May 03, 2012 12:58 am

SATtva wrote:What i found interesting in your images here is they don't show the terminator issue on torus and cylinder at all. Do you remember whether you've used triangle meshes or shapes?

tomb wrote:Perhaps the velvet brdf should be retired and replaced by multibounce glossy. At least until it is correctly implemented/fixed.

Agreed.


They were triangle meshes. i seldom use shapes during testing. I don't recall what resolution they had though.

Btw. the original paper can be found here if anyone have the time to check my implementation: https://docs.google.com/viewer?a=v&q=ca ... jIeWmwhkOA
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