Moi, Materials & .mtl
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 From:  Ced (FRACTIONALIST)
8279.8 
Filter Forge doesn't seem to save as mtl - and appears to be more oriented to work with PhotoShop than KeyShot - 1000 USD is a lot to upgrade just to get materials editing capabilities - unless its 149 for Substance Design - however, KeyShot Pro 6 has a much more sensible editor (in my opinion) - if you cough up 850 USD for the sensible practicality and user friendly interface controls! Sheeesh!
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 From:  PaQ
8279.9 In reply to 8279.8 
Hello,

.obj + .mtl are really obsolete formats.

.mtl is just a txt file that references textures path, and store some basic surface parameters (diffuse color, reflection amount), but it's not a 'universal' transfer format,
as every render engine use different way to describe materials. Most of the time you manage to recover the diffuse textures, nothing more.

PBR surface description is already easier to translate between render softwares (offline or realtime), but still require some adjustment.
Anyway, it''s much more practical to create materials in the render engine of your choice.
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 From:  Ced (FRACTIONALIST)
8279.10 
Warning: if you are sensitive you may find my writing style too graphic, and upsetting, if so, please stop reading and seek medical attention now.

POST:

PBR format? That stands for PROFESSIONAL BULL RIDERS.

I'll check it out - and that's a good point - making materials within the renderer I'm using - sensible but not practical to spend 1000 for a material edit feature.

Whatever happened to the Smirnov KeyShot Plugin? That was a gem.

Anyway, I finally reached the stage where I'm about to install the MOI3D NODES, with trepidation! The caution regards sorting out what's the current latest node, and making sure nothing overwrites my custom config! THAT WOULD BE A NIGHTMARE!

EDITED: 29 Jan 2017 by FRACTIONALIST

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 From:  PaQ
8279.11 In reply to 8279.10 
Hello,
After a little more investigation (I'm not familiar with KS), KS indeed use .mtl to store materials description, but it's some sort of a KS .mtl version, as the data structure is quite different from what a wavefront .mtl.

KS code :

#define material "William Wallace" {
surface "lux_general" {
"diffuse" 0.639216 0.639216 0.639216,
"specular" 0 0 0,
"ambient" 0 0 0,
"alpha" 1,
"reflectivity" 0,
"indirect_multiplier" 1,
"texture_modulate" on,
"shadow_modulate" off,
"texture" xX433a2f55736572732fd0a0d0b8d0ba2f446f63756d656e74732f4b657953686f742f54657874757265732f706c6169643031522e6a7067,
"texture_shift_u" 0,
"texture_shift_v" 0,
"texture_tile_u" 2,
"texture_tile_v" 2,
"texture_wrapmode_u" 1,
"texture_wrapmode_v" 1,
"texture_angle" 0,
"normalmap" "plaid01L.jpg",
"normalmap_shift_u" 0,
"normalmap_shift_v" 0,
"normalmap_tile_u" 2,
"normalmap_tile_v" 2,
"normalmap_wrapmode_u" 1,
"normalmap_wrapmode_v" 1,
"normalmap_angle" 0,
"normalmap_height" 1,
"specular_shift_u" 0,
"specular_shift_v" 0,
"specular_tile_u" 1,
"specular_tile_v" 1,
"specular_wrapmode_u" 1,
"specular_wrapmode_v" 1,
"specular_angle" 0,
}
}



Wavefront .mtl

newmtl V1
Ns 19.999998
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.378000 0.378000 0.378000
Ke 0.000000 0.000000 0.000000
map_Ka Z:\LGrass\PaQGrass\Textures\BladeColorV1.jpg
map_Kd Z:\LGrass\PaQGrass\Textures\BladeColorV1.jpg


In other words KS .mtl only works in KS, and it's unlikely you will find any application that could write this kind of .mtl.


PBR in this context means Physical Based Rendering.
Long story is here : https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/

It's not a file format, but more a 'better' way to describe material attributes. And somehow it's easier to transfer PBR material (textures maps) between different render engines.
So if you design some materials in Substance, you have to rebuild the shader in KS, using for exmaple this guide : (as Stephan already posted)

https://support.allegorithmic.com/documentation/display/SPDOC/Keyshot

EDITED: 29 Jan 2017 by PAQ

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 From:  PaQ
8279.12 In reply to 8279.11 
They are maybe cheaper alternative to KS that might work for you like :

Thea Studio : (295e)
https://www.thearender.com/site/index.php/products/standalone-studio.html

Octane standalone :(399$)
https://home.otoy.com/render/octane-render/

They both gives you material edition options, but they are probably not as simple to use as KS.
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 From:  Ced (FRACTIONALIST)
8279.13 
PaQ, thank you! I'll ask KS if try plan on switching to PBR in v7, however the clip on YouTube KeyShot nailed the best method for making materials in terms of practical common sense and user friendliness.

If so - fine. If not, all I need for the moment are Silicone Textures.

As far as Moi3d skins - having an alternative one like this - which would give you the OPTION (checkboxes) to the scripts, shortcuts & nodes would be sensible & practical.

I'm staring at a window full of NODES and trepidation that my custom UI will be butchered when I install them - and it's never clear what's the latest version of each add-on.

Other programs give you an option for 'CUSTOM install - or - STANDARD?'

Throwing in all the latest & greatest scripts, shortcuts & nodes with at least one other skin - would be practical - time saving and exponentially increase the value of Moi.

Below are the NODES which I'm staring at - getting ready to figure out how to install them without destroying my current install - and the best modded gui of Moi!



Cheers!

EDITED: 29 Jan 2017 by FRACTIONALIST

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 From:  keith1961
8279.14 In reply to 8279.13 
Hi
Yes Filter Forge is more geared towards Photoshop but it also produces great seamless textures which can be used with the PBR texture editor in 3d Coat.
Keith
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