Disney vs matte

Use this forum for general user support and related questions.
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Disney vs matte

Post by Sharlybg »

hi guys !
Just have an issue with the disney material not operating as expected. Removing reflection component to make it diffuse break the shader behaviour.
Not only it start to badly converge (lot of fireflies everywhere). But also there is bright rim all arrpund the ball.
Disney vs Matte.jpg
Blendfile
Disney vs Matte.blend
(995.82 KiB) Downloaded 179 times
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
DionXein
Posts: 81
Joined: Mon Jun 01, 2020 10:22 am

Re: Disney vs matte

Post by DionXein »

I checked this, it's really too noisy and bright at same time. And matte material is more timeconsuming (almost +50% to render time)

Also, what's for this hole was done? Camera got parameter know as clippin plane, so you can skip walls in rendering.
Attachments
Matte_Principle.jpg
Clippin.jpg
Clippin_2.jpg
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Disney vs matte

Post by Sharlybg »

I checked this, it's really too noisy and bright at same time. And matte material is more timeconsuming (almost +50% to render time)
rendertime doesn't really matter here as even in 3min you can't reach same noise level with disney.
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Disney vs matte

Post by Dade »

Your parameters for matte rendering with Disney material are wrong (you are assuming that setting everything to 0.0 mean "matte", it doesn't). You can use the default Cycles parameters:

Code: Select all

scene.materials.shell.type = disney
scene.materials.shell.basecolor = 0.6 0.6 0.6
scene.materials.shell.subsurface = 0.0
scene.materials.shell.roughness = 0.5
scene.materials.shell.metallic = 0.0
scene.materials.shell.specular = 0.5
scene.materials.shell.speculartint = 0.5
scene.materials.shell.clearcoat = 0.0
scene.materials.shell.clearcoatgloss = 0.03
scene.materials.shell.anisotropic = 0.0
scene.materials.shell.sheen = 0.0
scene.materials.shell.sheentint = 0.5
and the result is:

disney.jpg

For cross reference, check the default parameters of Cycles Principled (aka Disney) BRDF (and how it works with yours).
Support LuxCoreRender project with salts and bounties
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: Disney vs matte

Post by B.Y.O.B. »

Note that Cycles uses a non-standard disney implementation where specular = 0 means indeed that the material is pure matte and not specular at all.
However, this is not how it's planned to be in the disney material specification.
See https://github.com/LuxCoreRender/LuxCor ... -507023023
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Disney vs matte

Post by Sharlybg »

So according to this shader ball table what are the parameter of the last blue rough ball down right ?

Image

Is it Roughness 1 / Specular 1 ? (and maybe metallic 1 :? )
Or how to read this table ?
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: Disney vs matte

Post by B.Y.O.B. »

It looks like specular = 1 and roughness = 1. No metallic. The rest probably default parameters.
But I guess they chose specular = 1 to have a more pronounced reflection for the roughness showcase, you can use lower specular values.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Disney vs matte

Post by Dade »

Sharlybg wrote: Fri Nov 13, 2020 11:28 am Or how to read this table ?
By row by row: each row is not related to the other ones. It is not a matrix. For instance the last metallic ball doesn't have subsurface 1.0 or roughness 1.0, etc.
Support LuxCoreRender project with salts and bounties
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Disney vs matte

Post by Sharlybg »

Dade wrote: Fri Nov 13, 2020 1:43 pm
Sharlybg wrote: Fri Nov 13, 2020 11:28 am Or how to read this table ?
By row by row: each row is not related to the other ones. It is not a matrix. For instance the last metallic ball doesn't have subsurface 1.0 or roughness 1.0, etc.
So does it mean that My first shader even if not matte is physically correct ?
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
daros
Posts: 280
Joined: Thu Dec 12, 2019 3:25 pm
Location: inside human language
Contact:

Re: Disney vs matte

Post by daros »

Image
Hi, here is one more test and some questions:
Given that the color is applied to the entire box (same scene as Sharlybg, only shorter aperture time) and that the light intensity is constant, how it comes that the disney shader, which is aligned to the matte shader at material color 0.7,0.7,0.7 , delivers so much brighter results starting from color 0.8,0.8,0.8 ?
If the disney material is aligned to the matte material at 0.7,0.7,0.7 should it not be aligned also at 0.8,0,8,0.8? If not from where comes the light in excess?
Attachments
matte vs disney.jpg
Post Reply