Bluring reflections in new v5 metal textures?

pegot

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Bluring reflections in new v5 metal textures?

How does one blur the reflections in the new metal textures? I'm trying to soften those in the gold material. Is there a parameter for that?
 
in standard Material there's a ReflectionBlur parameter, for the metal shader I think Roughness does the trick...

cheers,
A
 
Yes - that does it. Although it bumps up rendering time a bit.

Attached are some renders at different values up to .2, including no roughness and maximum roughness.

(a) No roughness - 69 seconds.
(b) .50 - 122 sec.
(c) .150 - 155 sec.
(d) .200 - 276 sec.
(e) Max roughness - 305 sec + (terminated render near end)

It would be nice if there was a way of blurring the reflections without effecting other areas of the material, that is without making it rough.
 

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  • Roughness_05_122sec.png
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  • Roughness_150_155sec.png
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  • Roughness_200_276sec.png
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  • MaxRoughness_305sec.png
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Yes - that does it. Although it bumps up rendering time a bit.

Attached are some renders at different values up to .2, including no roughness and maximum roughness.

(a) No roughness - 69 seconds.
(b) .50 - 122 sec.
(c) .150 - 155 sec.
(d) .200 - 276 sec.
(e) Max roughness - 305 sec + (terminated render near end)

It would be nice if there was a way of blurring the reflections without effecting other areas of the material, that is without making it rough.

yes, I think it's normal as the light has a more complex path... isn't the same with ReflBlur on standard mats? very reasonable times, btw! (my record is 3+ days, so far :rolleyes:) right now i'm rendering a bathroom which tiles do have blurred reflections...

about the last part... blurring reflections should affect every area which reflect lights and is visible, no? but i see what you mean, anyway...

cheers,
A

P.S.: if i had to choose i'd go for the last 2 pictures
 
very nice composition.
i vote for #2, but would like a higher resolution (and maybe more samples, cause when the render looks grainy, the glitter seems an artifact too).
 
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The actual renders look better than what I uploaded (I used Preview to quickly export to PNG). Is there a way to change the file format Cheetah exports to from the render manager - I usually prefer tiff, but for posting to forum, PNG or JPG.

Anyway - attached is a higher res render (some minor quick Photoshoping done). The roughness value I went with was .110 (not a value I used in any of the test renders above).

Also attached is a smaller render with multiple components - I really like it better now that the reflections are less distinct.
 

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  • 3Components_roughness.jpg
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Archie- do you mean more samples in the Radiosity setting? I currently have it set to 200. I tried more in earlier tests without seeing too much of a difference. I also switched from using Radiosity to A/O as I wanted to save rendering time and also did not notice much difference.

I'm ultimately going to use this in a simple 10 sec. rotating animation, which currently looks like it might take about 36 hours to render with all three components in the scene :(

BTW Archie - I used the HDR image you provided from my other post - thanks!
 
Archie- do you mean more samples in the Radiosity setting? I currently have it set to 200. I tried more in earlier tests without seeing too much of a difference. I also switched from using Radiosity to A/O as I wanted to save rendering time and also did not notice much difference.

I'm ultimately going to use this in a simple 10 sec. rotating animation, which currently looks like it might take about 36 hours to render with all three components in the scene :(

BTW Archie - I used the HDR image you provided from my other post - thanks!

it looks very well so far -
it's no big issue, but the blurred table reflections look a bit grainy -
this can be improved with more reflection samples in the metal node (if 16 already that should be enough).
when you have mostly transparent / reflective / black materials in the scene there is not much to do for radiosity, so 200 here is ok i guess, but you may catch some caustics when you set the specular scatterings to 2 - what will increase noise and rendertimes again...
 
i like it very much Pegot, specially the last render with 3 sticks...

10s of animation at say 25/30 fps are 250/300 stills so 36h is not that much... about 400s per image. i'd follow Archie's hints to achieve a better quality for a sill, while for an animation i'd try to get a better compromise so the images you posted are quite good imho. never did an animation btw :rolleyes:

keep it up!
A
 
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