COMPUTER
AIDED
ARCHITECTURAL DESIGN
Workshop 8
Notes,
Week of October 4, 2021
BRDF MATERIALS
Bidirectional Reflective
Distribution Function (BRDF) defined material is a physically
based description that examines how incident light on a a surface is
can be either reflected, absorbed or transmitted. BRDF describes
how much light is transmitted when it makes contact with specific
materials. This is in part based upon a publication available previously online by Chris Wynn at NVIDIA). For more general on-line tutorials and reference materials on V-Ray see https://docs.chaosgroup.com/display/VNFR
This tutorial is also developed similar to the the treatment https://resources.turbosquid.com/training/textures-materials/v-ray-materials/.
1. Create a Rhino File with a ground surface, box, sphere, truncated cone and V-Ray sun light, and create the setup below using methods covered in earlier tutorials. Create separate levels for a) the ground surface, b) the box, sphere and truncated cone, and c) V-Ray sunlight.
2. Within Rhino, go to the menu item "Render>Current Renderer>V-Ray for Rhino" to ensure that V-Ray is active.
3. To activate the V-Ray material editor within Rhino, go the the "Vray Asset Editor", and in the dialog box that follows, go to the tab "Material List" and create a new so-called "Generic Material" and rename it "mySphere" similar to workshop notes 7.
4.
Open the reflection and refraction tabs.
Within the expanded setting options, the Diffuse Color establishes the base color
of the material from the color selector and can also be specified in
terms of RGB and HSL format. For
example,
make the color a light green by selecting the "Diffuse" color. Note also that the arrow symbol on the upper right hand side of the settings dialog area allows you to exand the settings to include even more advanced options. We will do this in the next step.
5.
Open up the advanced advanced settings, and note that the number associated with "Rougness"
on the right-hand side controls the flatness of the material on a scale of 0 to 1. Adjust the "Roughess" to 0 and preview it again. Note that adjusting the "Roughness" may appears to soften and diffuse the highlight on the sphere making it look flatter.
Revised "Diffuse" setting:
For the same material, adjust the "roughness to "0.5" and preview the result. The surface may appear slighltly smoother, if noticeably changes at all.
6. However, adjust the relfection color to a neutral gray and the sphere begins to show a spectral highlight.
Apply the material to the sphere within the Rhino model. Complete the rendering and note the lack of a highlight on the sphere at this setting for "reflection".
Next, note that further adjusting the reflective color towards white increases the apparent reflectivity of the sphere.
7. Note
that at full white of reflection (the value is 255 on a grey scale range of 0 - 255),
there is very little remaining of the diffuse color in evidence as compared with the
second rendering of step 6 above.
Changing the reflective color to "Dark
Gray" with the luminance value of 105 appears to restore more of the diffuse color
to the sphere.
This
is evident in the "Preview" sample of material editor as well as the revised
rendering.
However,
note that the appearance in the full rendering is contextualized to the
angle of the sunlight and the surrounding adjacent colors and objects.
V-Ray adheres to a conservation of energy rule that requires that the
sum of the reflective and diffuse light do not exceed 100%. For
example, if the reflective light is at a relative 70% then the diffuse
light is at a relative 30%. (This is a somehwat simplified and
incomplete explanation of the BRDF method where light energy is divided
into three components: 1. reflected, 2. absorbed and 3. transmitted -
see Wynn's paper referenced above).
8.
The "Reflection glossiness"property blurs the apparent reflectivity of the
sphere. Change the base color of the sphere to a lower middle gray and preview the
sphere with "Reflection glossiness" at 1.0 (the default value).
Lower the "Reflection glossiness" to 0.75" and preview it again.
Restore
the "Reflective glossiness" to 1.0 and set the diffuse color to middle-gray. Next, then note that by changing
the "Reflection" color to red, it is subtracted from the
color of sphere as a whole, leaving the balance of the surface a slight
tint of cyan. Cyan is the secondary color which results from combining the two
primary colors of blue and green. In other words, cyan is the opposite hue of red.
Within
the context of the full rendering, the reflective highlight appears
diminished and is also in a more subtle appearance relocated to the bottom of the sphere. A light
cyan color appears over the upper half of the sphere as a whole.
Once again note that the conditions of the 3D model for the full rendering thus determine the degree to which the
pure sample in the "V-Ray Asset Editor" in the window above is represented.
Restoring
the reflection color to "white, the following three adjustments
demonstrate the results of changing the value of "Reflective gloss"
0.0, 0.5, and 1.0 respectively:
Within the context of the Rhino model, we get in parallel three alternative renderings of the sphere:
The "Fresnel IOR" values for some common materials (see http://viscorbel.com/vray-materials-theory/) are :
water 1.33
plastic 1.45
glass 1.5 - 1.8
diamond 2.5
compound materials like wood, stone and concrete 3 - 6
metals 20 - 100
10.
Within the material editor, right click on the material
"stillReflectingPool" and select the option "Duplicate Material" . Change the material name to "metal1", change the"Fresnel IOR" to 20, and change the "Diffuse" color to light gray.
Apply
"metal1" to the box and the truncated cone within Rhino and
render it again at both a high and then at a low angle. Here the difference in angle of
view impacts both the context that is reflected by the planar surface as well as the strength
of the reflection.
The following are refraction IOR values from http://viscorbel.com/vray-materials-theory/:
Acetone 1.36
Actinolite 1.618
Agalmatoite 1.550
Agate 1.544
Agate, Moss 1.540
Air 1.0002926
Alcohol 1.329
Amber 1.546
Amethyst 1.544
Crystal 2.00
Diamond 2.417
Emerald 1.576
Ethanol 1.36
Ethyl Alcohol 1.36
Glass 1.51714
Glass, Albite 1.4890
Glass, Crown 1.520
Glass, Crown, Zinc 1.517
Glass, Flint, Dense 1.66
Glass, Flint, Heaviest 1.89
Glass, Flint, Heavy 1.65548
Glass, Flint, Lanthanum 1.80
Glass, Flint, Light 1.58038
Glass, Flint, Medium 1.62725
Gold 0.47
Ice 1.309
Ivory 1.540
Jade, Nephrite 1.610
Jadeite 1.665
Lead 2.01
Malachite 1.655
Methanol 1.329
Moonstone, Albite 1.535
Nylon 1.53
Onyx 1.486
Opal 1.450
Oxygen (gas) 1.000276
Oxygen (liq) 1.221
Pearl 1.530
Plastic 1.460
Plexiglas 1.50
Polystyrene 1.55
Quartz 1.544
Quartz, Fused 1.45843
Rock Salt 1.544
Rubber, Natural 1.5191
Ruby 1.760
Sapphire 1.760
Silicon 4.24
Steel 2.50
Tiger eye 1.544
Topaz 1.620
Tourmaline 1.624
Turpentine 1.472
Turquoise 1.610
Water (gas) 1.000261
Water 35′C (Room temp) 1.33157
Zirconia, Cubic 2.170
13.
Dispersion of light is effected by the switching on the
"Dispersion" option in the Refraction tab, and adjusting the strength
of
the Abbe number, for different materials. Here, lower
numbers produce greater "Dispersion". For example, set the Reflection
Glossiness value to 1,set Dispersion" check-box to on
and set Abbe number
to "20" for the material "stillReflectingPool1".
Rerendering
the same model shows greater coloration of the sphere and also
the changes the transmission of light through the sphere onto the flat rectangular surface below it.There's a hint of dispersion at the middle latitude of the spahere which depicts a think color reddish band.
14. Now, create a prisim (extruded trianglar section), orient to the sun angle similar to how it is shown in the image below.
Adjust
the Refraction " IOR: to 1.62 (an IOR value for glass) and set the Abbe number to 2 (an artifically low numerical value) for the material
"stillReflectingPool1".
Apply the material
"stillReflectingPool1" to the prism. Rerendering the image creates
a prism with a few hues of color along with a concentrated area of light on the
rectangular surface below. The sphere also takes on the coloration of a prism. Rendnering times increase dramatically.
15 Box Object with Bump Mapping
15.1
To
create water with some waveforms, extrude the flat rectangle in the
ground plane so as to create a rectangular box and remove the original
plane surface. In this current example, the box will be represented as
it were filled with
water. Lower the infinite plan so that it lies below the
box.
Using the properties editor for the box, map a box texture map to it similar to the methods used in workshop 6.
15.2
Create
a new"V-Ray" by duplicating "stillReflectingPool#1" and
thus establishing "stillReflectingPool#2". Expand the dialog box by
selecting the arrow on the right-hand side of the "V-Ray Asset Editor.m Turn off "Dispersion" option for the Refraction tab.
15.2 Maps
Add a displacement map option to the material editor.
Open
the the displacement tab on the right-hand side of the material dialog
box and select the checker-box icon adjacent to the world
"Normal Displacement"
With
the options availble choose " legacy "texNoise" and then select
the "Marble (with Perlin) option. Also, set the values of
"Amplitude to "1" 1and "Frequency" to "8.0".
After
selecting the "Back" button on the lowerright-hand part of the
dialog box, the edited material definition should then appear as
follows. Change the refraction IOR to 1.55. Note the uneven surface
geometry of the sphere due to the bump map.
Apply
the "stillReflectingPool#2" material to the extruded box on the
ground.
Finally, add a sky using the final techniques of Workshop Notes 7 adjust the view to see more sky and re-render.
Within the next tutorial we will look more closely at material properties, and better methods for controlling the exposure and color temperature of the rendering.