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#1 2016-10-27 14:44:34

GaetanJ
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Allegorithmic / Guerilla Workflow

Hi everyone !

I'm looking to get the best renders for textures that come from Substance Painter / Designer in Guerilla.
Generally it works very well, and the task is easier thanks to the Metallic/Roughness workflow used by both softwares.

However, I have concerns about the IOR and some questions about it:

- Does the guerilla shader use the GGX microfacet distribution ?

- I seem to have understood the IOR principle of dielectric materials. But can't the IOR of a metallic shader make a difference if it is not combined with the IOR of a Spec 2?

- In the Allegorithmic doc, in the export presets for Arnold, they use a map of "F0" (Fresnel Reflectance at 0 Degrees), plugged into the Fresnel option "Reflectance at Normal." Is there an equivalent in Guerilla?
https://support.allegorithmic.com/docum … d+for+Maya

I also posted the question on their forum, but it would be great if it could be some export presets for Guerilla.
In a perfect world we could directly export guerilla surface nodes with maps plugged in the right place wink

Hoping and waiting for these presets soon to exist, if someone uses this workflow and found a solution, share with me please!


Thank you very much

Gaëtan Jayle

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#2 2016-10-27 15:07:48

hulud
Guerilla dev, the guy to hug

Re: Allegorithmic / Guerilla Workflow

Hi Gaëtan,

> - Does the guerilla shader use the GGX microfacet distribution

No, Guerilla 1.4 uses the Ward distribution. In Guerilla 2.0 will use GGX.

> - I seem to have understood the IOR principle of dielectric materials. But can't the IOR of a metallic shader make a difference if it is not combined with the IOR of a Spec 2?

I'm not sure to get your question. The Guerilla shader has no IOR for the metal part. The IOR of the Spec 2 is used to blend the spec2 layers with the other layers.

> - In the Allegorithmic doc, in the export presets for Arnold, they use a map of "F0" (Fresnel Reflectance at 0 Degrees), plugged into the Fresnel option "Reflectance at Normal." Is there an equivalent in Guerilla?

No for Guerilla you have to export an IOR texture from Substance. I'm sure they have a preset for that in their export tool. Right now I don't know that much the different Substance Designer output texture types but I know a lot of Guerilleros use them.

Anybody ?

> In a perfect world we could directly export guerilla surface nodes

I'm working on the integration of substance in Guerilla on my spare time, but I have very few spare time wink It is a simple and clean integration. You just have to drop your sbsar file in a Substance RenderGraph node which makes all the required texture overrides. The node can bake the textures and modify the exposed substance parameters with a fast preview.

I'll drop a message here when a first version is ready.

Cyril


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#3 2016-10-27 17:46:45

GaetanJ
New member

Re: Allegorithmic / Guerilla Workflow

Thanks Cyril,

I very excited to see this 2.0 version.
It's really nice if it will be a clean integration of sbar files in Guerilla. I hope you'll have a lot of spare time smile

I'm still curious about this integration of the IOR, and I hope I will find this preset, or that somebody could tell me how to do it.


Gaëtan

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#4 2016-10-27 18:21:51

hulud
Guerilla dev, the guy to hug

Re: Allegorithmic / Guerilla Workflow


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#5 2016-10-27 18:54:42

hulud
Guerilla dev, the guy to hug

Re: Allegorithmic / Guerilla Workflow

or may be the computed maps named "1/ior"


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#6 2016-10-28 10:21:10

GaetanJ
New member

Re: Allegorithmic / Guerilla Workflow

It should work with the 1/ior. I'll try it.
Thank's

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