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ansgaransgarno

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  1. The depth of level u researched it into is the proof of it, i slightly feel the same sometimes So basically,its completely ok to go out of the usual (specular/glossiness)way and lower it down to like 100 or 10 to get the look you are after and wont feel ashamed of failing proving the workflow 100% right, thanks for that One question regarding your and veronicas last published work called "Travelling Essentials", i noticed that the materials there dont catch the "glossy edges" (due to grazing angles) that much or at all (looks truly realistic though), is it the way the lighting is done (put very smartly and created very diffuse-ly not to create those glossy white edges) in the scene or do the materials somehow differ from the "PBR", excluding the fabrics which creation youve already mentioned All of this have been very educational,so thanks for that, wasnt really able to get the answers explained correctly and logically with the technical background (i should read more i guess and have to already dive into that disney paper im avoiding so long),i can now sleep tightly
  2. Hey Juraj, thanks for the long response and thorough explanation from technical and practical standpoint-very much appreciated-in a way the most valuable piece of info for me, i see there is still kind of confusion regarding these methods, but in case i go forward with the PBR way i mentioned already (reflection on 255 and controlling it by roughness/glossiness) what do i do in case when it hardly works. Thanks for advice of testing it in a scene which im doing but still this problem comes up- for example fabrics-there is just no way i can let the specularity/reflect on 255 or anywhere near that-neither 200 or 100, im forced to go low as 10 to have it roughly plausible and it still looks shiny/velvetish as u described. Same goes with trying to reproduce rough dark wood planks which are just too bright in 50-60 degree angles already,which is clearly unrealistic--the other mats looks quite allright,actually very plausible,but some of them-from time to time are just pain to make them lose the shininess im kinda pleased someone is using this workflow as well with you saying 80perc of yours using the same method and the rest being artisticly handled according to situation, just the fact it doesnt apply generally-to all of them, makes me doubt the rest of it as well
  3. well this is the forementioned tutorial from viscorbel,it feels there some ground to whats he saying, all this info is very helpfull and im using it a long time already just thought this is another drop in the water to make stuff look more "photoreal" http://viscorbel.com/vray-materials-part-2-reflection/
  4. Well this is the forementioned one by viscorbel,im interested now if this is all wrong cause it seems there is some ground to this one http://viscorbel.com/vray-materials-part-2-reflection/
  5. Hey there i got an interesting problem regarding PBR texturing-this is the most visible while doing shaders for wood or fabrics,the way it should be done (according to some tutorials-viscorbels latest "reflection" one for example ) is putting the reflection on full-255 and then controlling the reflection by adjusting the reflection glossiness, the problem is (and obviously its not only in the wood and fabrics material but most annoying there) my shaders on the objects gets very white(reflecting light) approaching grazing angles-and i dont mean close to 90 degrees(which obviously should work like that) but even under like 50-60 degrees or so the texture gets almost completely washed out and white---and of course i tried to put refl.glossiness as low as 0,1 (or putting the fallof map into rglossiness slot as the tutorial said)and the result is just a fraction better(meaning texture gets little more visible/saturated/dark-if thats the goal) but it doesnt really work,sometimes putting it up to 0,8 helps but only as the light doesnt get scattered that much so the texture is more visible but thats a fake since it gets really reflective after rendering it in detail like corners and bumps-so again unrealistic---so basically the only way to make it plausible is to put reflection down to something like 10 (even that doesnt work sometimes) but then we are loosing the idea of PBR workflow. Id like to know how to deal with such problem,if u simply put the reflection almost to none or what is the work around-assuming we want to keep PBR(meaning reflection to 255 or somewhere close to that)-the main problem is it looks like this method gives more unrealistic results since its getting white-reflective way sooner than in reality plus seems like coners-grazing angles- are always white (like it should according to PBR tutorials)but after some researching it looks like thats not always the case in real world,maybe im doing this all wrong and overcomplicating stuff but since theres a chance to get closer to real world look these little questions are bugging me thanks for the help i really appreciate it
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