You are just not using it right, metallic looks with PBR and the newer render engine.. should be by far better in Lightwave 2018 and up compared to standard materials.I tried doing a metal surface on just a plain object in direct lighting and got absurdly bad results. Quite surprising considering that I could get perfectly good results in previous versions. The renderer was a downgrade. Good thing I have Maxwell.
that sounds a bit off, and dangerous, what do you ean by render engine samples set to 1, are you saying you have them all in the render properties set to 1, then you are in for a treat.I used super high AA sampling because all light and render engine samples are set to 1
Standard
Standard is still LightWave's main surface material for imported assets for reasons of compatibility with existing assets. New models are textured with PBSDF as the default surface. Standard is as far away from PBR as possible and its use should be deprecated. Surfaces using Standard will be less predictable and harder to manage than those using modern materials like Principled BSDF. A full explanation of the limitations and a comparison of Standard with previous versions of
Specularity and Glossiness have changed a lot. Where once they strictly meant the reflection of scene lights and how sharp they were and nothing else, specularity is now reflection of everything (if you have used the Dielectric or Conductor nodes you will be familiar with their settings) and Glossiness will be the inverse equivalent of Roughness. This means that old objects created in pre-2018 versions of LightWave that have a high specular component (to create lighting hotspots on the surface) will now be very reflective. Likewise, if they also have Reflection, they will need to be adjusted before they can be used. The math behind Lights is also more physically-based and realistic in 2018 and newer and thus much stronger, so this needs to be taken into account when importing old assets.
Reflection (Scalar)
The Reflection channel is now less needed since Specular will reflect the environment as well as lights. To replicate the Reflection Blurring from previous versions of LightWave, make sure Glossy Reflections is turned on in the Shading Model for your material and then manage your Glossiness setting
Nope. Try it. You can change the Viewport's VPR color space settings and it resets the render process, but it does not change the visual rendering in the VPR viewport at all. The color space set for the VPR viewport only shows in the image that is saved when pressing the download-style save icon at the top left of the viewport.Rec 709 or sRGB can be seen in VPR, just go to edit color space settings and choose that in the presets in the color space tab, as I mentioned just recently.
Yes it works, but you didn´t follow my instructions, you went in to the vpr image options, that will only affect the image you save out from vpr(the little download button next to the vpr settings.Nope. Try it. You can change the Viewport's VPR color space settings and it resets the render process, but it does not change the visual rendering in the VPR viewport at all. The color space set for the VPR viewport only show in the image that is saved out for the viewport's render.
I am talking about the settings in the image below, not the regular Lightwave render settings where you press "Render Frame". That one works fine.
Open GL has nothing to do with VPR rendering really, openGL is one type of display, VPR is antother type of display, both are however display, and it makes a clear distinction between display and render output.Oh, that menu. Thank you. Tried it now and... it mostly works. Though they match more closely, there is still more fresnel effect visible in the saved image.
Output should match output, at least visibly even if one is still in a larger floating point space.
It would be nice if "Display" were changed to "OpenGL & VPR". It would help users make the mental connection between the two items more immediately by using the same names instead of a close synonym for UX.