Architectural vs (Standard) materials

Discussions about rendering in SOFTIMAGE©
luchifer
Posts: 119
Joined: 21 Aug 2009, 20:27
Location: Lima, Perú

Architectural vs (Standard) materials

Post by luchifer » 24 Oct 2012, 01:00

Hi, just a quick question, if Architectural material is fast, have good quality and its also mental ray friendly, in what situations should I use Blinn/Strauss/cook-torrance/phong?

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Maximus
Posts: 1121
Joined: 09 Jun 2009, 13:45

Re: Architectural vs (Standard) materials

Post by Maximus » 24 Oct 2012, 01:16

in my opinion never, unless you strictly need them for compatibility issues maybe with other softwares.

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ActionArt
Posts: 853
Joined: 25 Nov 2010, 17:23
Location: Canada

Re: Architectural vs (Standard) materials

Post by ActionArt » 24 Oct 2012, 02:44

They all produce a specific look. Architectural is a more advanced, more realistic lighting model but at times you may want the others to produce a specific, perhaps not as realistic look. Also, for certain things (like motion graphics/logos/plastic) the specular model is easier to control on some of the other shaders for quick easy results.

I find the Architectural shader's specular system a problem although you can go with true reflections and model the lights instead. You can also replace the specular shader with one from Binary Alchemy which I find works very well.

Probably the most important feature of the Architectural material is the BRDF (the way reflection intensity changes with angle) which all real materials have. It adds a level of realism the others can't produce.

In general, you probably rarely need the old ones :)

luchifer
Posts: 119
Joined: 21 Aug 2009, 20:27
Location: Lima, Perú

Re: Architectural vs (Standard) materials

Post by luchifer » 24 Oct 2012, 03:21

thank you, I was out of 3d for quite some time and found that the Architectural does a lot of things of the old beloved ones.