Forum

#1 2017-02-12 10:06:25

paul.parneix
Member

PBR Scanned Surfaces

Hi,

Here are some PBR Surfaces I scanned yesterday, rendered in Guerilla :

Granite Stone :
http://img11.hostingpics.net/pics/801215beauty.jpg

Old Leather :
http://img11.hostingpics.net/pics/536807leather.jpg


Unit Image FX // Pipeline TD
https://vimeo.com/paulparneix

Offline

 

#2 2017-02-13 16:38:46

hulud
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

Nice :-) Did you try with the new Surface2 shader in Guerilla 2.0 ?


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

Offline

 

#3 2017-02-13 22:22:36

paul.parneix
Member

Re: PBR Scanned Surfaces

hulud wrote:

Nice :-) Did you try with the new Surface2 shader in Guerilla 2.0 ?

I was on my laptop with 1.4 wink but I'll try on 2.0


Unit Image FX // Pipeline TD
https://vimeo.com/paulparneix

Offline

 

#4 2017-02-14 16:30:58

Ben
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

Woh ...
That's some quality photogrametry here ...
Nice work, mate!


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

Offline

 

#5 2017-02-14 17:53:11

hulud
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

Yeah really impressive !

Does your workflow output a Metal mask ? How do you get the rock speculars ?


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

Offline

 

#6 2017-02-14 21:35:45

paul.parneix
Member

Re: PBR Scanned Surfaces

@Ben, Thanks smile it's photometric stereo here.

@Hulud, Calibrated albedo and normals / displace are quite trivial to extract. I'm also isolating normalised "specular". from this specular component it's possible to guess specular albedo, IOR / metal and roughness, but it's not as precise  as albedo and normals smile

For production imho it's enough to have good results, good normals do the trick (for the leather I didn't used spec / roughness map, cos it was working using  the normal map and constant spec / roughness values )

but i'm working on 2 other scanners, with a bit more complicated hardware to allow precise estimation of Specular albedo and roughness smile that is really helpfull for multi-material surfaces.


Unit Image FX // Pipeline TD
https://vimeo.com/paulparneix

Offline

 

#7 2017-05-19 01:54:12

paul.parneix
Member

Re: PBR Scanned Surfaces

Hey smile , I'm improving my surface scanning workflow / code, here's a new test rendered in guerilla :

https://img4.hostingpics.net/pics/765301beauty.jpg

Another one to test translucence map :

https://img4.hostingpics.net/pics/849140translu.jpg

Is the spec1 brdf a custom model, or a classic one ? I'm just wondering cos I'd like to fit extracted specular / roughness maps to spec1.

Thanks.


Unit Image FX // Pipeline TD
https://vimeo.com/paulparneix

Offline

 

#8 Yesterday 11:12:52

Ben
Guerilla dev, the guy to hug

Re: PBR Scanned Surfaces

Hi Paul,

In the Surface shader, the Spec1 is an anisotropic Ward microfacet brdf. Fairly straight forward, with a bit of tweaking for Fresnel blending with the diffuse.

In the Surface2 shader, the Spec1 is an anisotropic GGX brdf. The only subtlety is the correct blending with the underlying diffuse/sss/translucency, which is not trivial and our hidden recipe wink

The other specular layers (Metal, Spec2) use the same model as the Spec1.

Cheers,
Ben


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

Offline

 

Board footer

Powered by PunBB
© Copyright 2002–2008 PunBB