3DEXCITE DELTAGEN 2018x. Stellar Conversion Guide
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1 3DEXCITE DELTAGEN 2018x Stellar Conversion Guide
2 INTRODUCTION After switching from Look renderer to Stellar renderer the initial Conversion Material is just the first automatic step to transfer Look material settings to Stellar. For optimal performance with the Stellar renderer however each material should be a material type (Metal, Glass, Plastic, etc.). This guide should support you switching to Material Types and provide additional information in the process. Due to the differences between Look and Stellar all values can be transferred automatically, are required for visual consistency or are reasonable in physical plausible rendering. Bump maps which are used in Look to simulate a surface roughness are required anymore as Stellar Materials have respective Roughness parameters. Full saturated (255) colors need to be reduces to a Saturation of maximum of 254 for correct physical representation / light interaction, however full saturation can be used for artistic means. Not Look features with Stellar material types: Ambient Color ( applicable in Stellar) Overwrite surrounding Blending modes other than Modulate Optional texture filtering (High quality, Trilinear, Anisotropic) Bump texture Binormals & Flip direction BTF Override blending SWITCHING CONVERSION MATERIALS TO STELLAR MATERIAL TYPES Prerequisites 1. Ensure the current light situation is clean - it is best that only one local surrounding affects the whole scene, disable all remaining 3D, local surroundings and lights (point, spot, direct) 2. Disable RealLight shadow maps and Global shadow features for clear material representation Switch from Conversion to Stellar material types 1. Select the material in the Look library Navigate the view to the respective part (press F) 2. Take a snapshot from the view in Look Be aware that all your Material Type settings are lost with this operation (step 8) 3. Check if Tone mapping is used in the texture If so choose one of the options below: bake textures try adjusting the Diffuse color for results similar to those in Look 4. Switch to Stellar and then the recommended material type 5. Use the snapshot to compare consistency or switch back to Look 6. If required, manually adjust the values of the material type or even switch to a different type 7. If the selected material type is working out, Update from Look and start over with original Conversion Material to start from the same set of values transferred from Look. Values transferred will be set to the material s default values. Re-enabeling the original light situation 1. Recreate the original light situation by reactivating additional lights and surroundings. 2. Replace the 3D surrounding with a new one that supports Stellar as a variant or is designed for Stellar only use. 3DEXCITE Stellar Conversion Guide 1
3 ADDITIONAL INFORMATION Automatically transferred values and settings Diffuse Color Reflection Color Shininess to under consideration of Reflectivity Anisotropy intensity and rotation value Emission Color and Intensity Transparency amount Reflectivity amount influence Shininess to Roughness for Solid & Metal Index of refraction (IoR) Textures Color correction values of diffuse and specular textures For a compact overview of transferred values, see the Conversion Matrix table at the end of this document. Recommended manual adjustments Diffuse color appearance will change due to the remove of wrong Fresnel influence! Location of textures will shift due to different rotation point (top left corner vs. center) Anisotropy required mapping coordinates! Diffuse color to Attenuation (Glass, Thin Glass) if no Absorption color was used Attenuation distance is transferred As Metal has no diffuse amount in Stellar Type it is recommended to add the Conversion Mat. Diffuse Color intensity (HSV Value) to the resulting Reflection Color intensity of the Metal Material Type Reflectivity amount needs to be added manually to Reflection color Not transferred values will be set to the Materials default values. For a compact overview of transferred values see Conversion Matrix table. Material adjustments Metals If Reflection was active in Conversion multiply Reflection Color with Reflectivity value Plastic Often requires a slight increase of the reflection color value Textile Use for alcantara, carpet, velvet Enable Velvet and copy Diffuse color to Velvet color Reduce Diffuse color value to half Adjust Velvet Width if necessary Leather Double reflection color value In case of rough leather: -- Activate Velvet if necessary and copy Diffuse color to Velvet color -- Reduce Diffuse color value to half Metallic Reduce Balance to Reduce Flake density to 0.75 Slightly increase Diffuse color brightness (HSV - Value) Slightly increase Flake roughness (~ ) 3DEXCITE Stellar Conversion Guide 2
4 Linear Light Scanner Materials Set Fresnel 0 to a grey color brightness (HSV - Value) of Set Fresnel 90 to a grey color brightness (HSV - Value) of Manually add Bump (normal) maps, by: 1. Via drag n drop duplicate an existing texture to the Bump Map banks (to copy placement values) 2. Select respective textures for the Bump map texture banks Thin Glass Thickness value may be provided from Conversion and has to be set manually. It will provide refraction, but only influence the Attenuation colors influence together with the Attenuation distance. (See DeltaGen manual section Stellar for more information) Glass In Stellar it is even more important to know if the geometry is single or double sided. For single sided geometry Thin Glass Material Type is recommended. Values for Attenuation distance and Roughness are provided from Look and have to be set manually. For a rough thin glass a (solid) Glass Material Type needs to be utilized as correct calculated roughness requires refraction, which is part of the Thin Glass Material Type. Refractive Glass can be applied to Single sided objects if a second Single sided object with refractive Glass is on the opposite side with the back sides facing together inwards (e.g. Windows). Otherwise the visual result will be correct. Generic Transparency have to be set manually by setting the Refraction & Reflection color to a value above black (best to white) and the Diffuse dark (best to black), like in Glass the Attenuation distance has to be adjusted manually as well Bump2 can be cleared as diffuse and reflection Bump is generated from one Bump map texture bank otherwise the Bump effect is applied twice Textures adjustments Repeat values are converted to Scale values (1/Look Repeat value) Bump Height are converted to Bump scale (divided by 10) Origin of transformation relocated from TOP LEFT to CENTER, resulting in Texture shift between Conversion (Look) and Material Types No separation of Diffuse and Reflection Bump anymore except for LLS Material Additional (disabled) texture added (copy from Look Base map)it can be removed Stellar is deriving Texture information directly from the respective texture slots (Specular, Shininess, Transparency, etc.). In case, that in Look the option Use transformation from base texture is active, the respective information are taken from the base texture even in Look they are used, but the greyed-out transformation values of the respective Texture. Disable Use transformation from base texture when Base Texture in Look is disabled or loaded! This requires updating the Stellar Material (Conversion) from Look. Also see table of Recommended Types from Look materials to a fitting Stellar Material Types. 3DEXCITE Stellar Conversion Guide 3
5 TROUBLESHOOTING If the overall brightness of the scene is reduced compared to Look, try to fix this by copying the whole Scene into an empty new one Texture is multiplied with respective Color swatch Avoid 100% pure colors: check in RGB to keep all 3 under 254 and above 2 Thickness value is transferred even if Create Thickness is OFF Absorption (Attenuation) color is inverted in Conversion, but inverted again when moving to material types, which results in correct color in material type Glass or transparent Plastic might still look dark (black) as Attenuation distance is converted and might be to low depending on the scene dimension (unit) Shininess is mapped to Glass Roughness Transparency does influence Refraction color in the Generic material type As Color Set variants are with Stellar for now, these have to be changed to Look Sets Flakes are scaled with the object. To avoid different flake size due to object scaling apply a Flatten transforms operation to scaled objects (or groups) Wrongly oriented surface normals will give incorrect results for Reflections and Refractions 3DEXCITE Stellar Conversion Guide 4
6 LOOK VALUES TRANSFERED TO STELLAR CONVERSION MATERIAL LOOK VALUE Diffuse color Specular color Emissive color Ambient color Transparency color Shininess Intensity Transparency High quality shadow RealTrace look Reflection Reflectivity Blending Clear coat Colored reflection Override surrounding Fresnel Minimum Scale Exponent Transparency Refractive index Absorbtion coefficient Create thickness Anisotropy Value Anisotropy Rotation Flakes Filename Flakesize Triliniar / Anisotropic filtering BTF measured materials Override blending STELLAR CONVERSION MATERIAL Not inverted into Absorbtion color (Transparency attributes) Not required Not required trasferred, but utilized Not into IoR Not Not Not Not 3DEXCITE Stellar Conversion Guide 5
7 LOOK VALUE General Texture Parameters File Transformation Blending Filtering Tonemapping STELLAR CONVERSION MATERIAL only Replace / Modulate / Add Not only from Base, Specular Bump textures Height High quality filter Use binormals Flip direction Not Not Not 3DEXCITE Stellar Conversion Guide 6
8 STELLAR CONVERSION MATERIAL TO MATERIAL TYPES Conversion Material Materials Types Generic LLS Textile Plastic Leather Display Solid Metallic Diffuse (Color) Reflection (Color) Emission (Color) Intensity (Emission) partly Metal Glass Thin Glass Emissive Matte Shininess (--> Roughness) Influenced by Reflection Flake roughness Influenced by Reflection no effect Transparency no effect no effect no effect no effect no effect Reflection Reflectivity Clear Coat Roughness if Reflection is enabled into flake color Clear Coat Roughness if Reflection is enabled Influence Rouchness if Reflection is enabled Blend Mode no effect no effect no effect no effect no effect no effect no effect no effect no effect no effect no effect Clear coat no effect no effect no effect no effect no effect no effect no effect no effect no effect no effect no effect Colored reflection Fresnel Frenel 0 Fresnel scale Fresnel exponent no effect no effect no effect
9 Materials Types Conversion Material Generic LLS Textile Plastic Leather Display Solid Metallic Metal Glass Thin Glass Emissive Matte Transparency Attributes IoR only with transparency active, otherwise fix to 1.5 only with transparency active, otherwise fix to 2.5 only with transparency active, otherwise fix to 2.5 only with transparency active, otherwise fix to 2.5 partly Absorbtion (Color) re-inverted, again same as in Look re-inverted, again same as in Look re-inverted, again same as in Look Create thickness Thickness Anisotropy Anisotropy value Anisotropy rotation converted into values between -180 and 90 converted into values between -180 and 90 converted into values between -180 and 90 converted into values between -180 and 90
10 Material types Generic LLS Textile Plastic Leather Display Texture bank types Anisotropy rotation, Refraction, Bump2, Clearcoat bump, Reflection bump, Shininess, Flakes, Clearcoat bump, Anisotropy rotation, Texture attributes Emission, Solid Clearcoat bump, Metallic Flakes, Clearcoat bump, Metal Glass Thin Glass Emissive Matte Anisotropy rotation, Bump Attenuation, Emission, General attributes File Enabled Rotation Scale Translation Blending always uses modulate ToneMapping (Exposure, etc.) Wrap mode Border specturm / normal Border / float Bump both bumps both diffuse diffuse diffuse diffuse diffuse diffuse bumps bump bump bump bump bump bump Bump Scale Flakes Size Quality procedual flakes procedual flakes
11 RECOMMENDED TYPES Stellar Material types Real life materials DELTAGEN Look library Generic Textile Plastic Leather Display Solid Rubber, rough diffuse, Custom Reflections (Fresnel) Carbon, Rubber, Tire Silk, Velvetshiny fabric / cloth Fabric, Carpet, Grid fabric, Safety belt, Alcantara grey, Velvet, Velours, Suede Plastics, Wood, Stone, semitransparent liquids (e.g. milk, juice) Floor, Granite, Grid hexagonal, Leather, Parquet, Wood Leather displays, HUD Material types Single Color Lacquer, Piano F inishing, simple coated materials (e.g. Wood), Wood clearcoat Metallic Car paint with flakes, Sparkling Rimms metallic (measured) Metals, Mirrors Metal Glass Thin Glass Emissive Matte Alu (brushed, casted), Steel brushed, Chrom, Copper, Edelman, Grid metal, Kirei Board, Plastic matt chrom, Plastic nap bronze, Reflector, Webbing Solid Glass, Gems, Crystal, clear Liquids Glass refractor, Glass frosted, Light lense Foil, single sided transparent objects Light bulb All active illuminative lights bulbs, LEDs Completely diffusematte finishes (e.g. Wall, Labels, rough Stones) Walls, Wall stone, non-coated Wood
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