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BruceCherniak avatar BruceCherniak commented on June 3, 2024 1

Thanks for pointing out the difference in our material implementation. We're considering a change to conform. We'll let you know if/when things change.

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BruceCherniak avatar BruceCherniak commented on June 3, 2024

You have the specular set to 0.0. Set the specular value to 1.0 and you should get the look you're going for.

With OSPRay's Principled material, specular and metallic work together

    const float conductor = metallic * specular;

https://github.com/ospray/ospray/blob/5269850081d1c7d6da59b3c4f3cbac5c732374ba/ospray/render/materials/Principled.ispc#L319

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howetuft avatar howetuft commented on June 3, 2024

Hello,
Thank you for your quick answer! Quite unusual for me, but I'll try to cope with it.

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BruceCherniak avatar BruceCherniak commented on June 3, 2024

If I might ask, quite unusual in what way? If you'd prefer, when you have a material with metallic > 0.f, just don't specify the specular and OSPRay will default to 1.f.

All of the default values for OSPRay's materials are listed here https://www.ospray.org/documentation.html#materials

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howetuft avatar howetuft commented on June 3, 2024

In all the renderers I know, the metallic parameter of the Principled shader is independent of the specular parameter.
To illustrate, here is the same scene as above, with metallic=1 and specular=0, rendered with several other renderers (source files attached below pictures):

Appleseed:
appleseed_cube
(appleseed.zip)

Cycles:
cycles_cube
(cycles.zip)

Luxcore:
luxcore_cube
(luxcore.zip)

.

I was expecting the same behavior from Ospray, that's why I said "unusual". Anyway, the tip you proposed should do the job, thanks!

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howetuft avatar howetuft commented on June 3, 2024

[Reopening]

I modified my Project to comply with the above requirements (metallic 1 and specular 1).
The rendering is better, but there is still a problem: some faces remain black:
studio 0001

I suspect a problem with the normals (especially since, when I invert them in Transform menu, the black faces and the rendered faces are switched).
However, inspection of the OBJ normals in Blender does not reveal anything wrong:
blender

Could someone help me please? Many thanks in advance!

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BruceCherniak avatar BruceCherniak commented on June 3, 2024

I'm not quite sure what's going on, but it is not unique to OSPRay. If I import your 3 objects into Blender and render with Cycles, I see the same thing. Orienting just right you can see the blackness sweeping over the top face -- interestingly it's not along the triangulated diagonal either. One of the side faces has this same error.

The default cube (using quads, in the foreground) does not show this error.

github5

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howetuft avatar howetuft commented on June 3, 2024

Thank you for your responsive answer! I hadn't thought of rendering the whole scene in Blender, I'll look into it

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howetuft avatar howetuft commented on June 3, 2024

You were right, there is a problem in the OBJ file (with the normals). It's about the exporter, not OSPRay. So, I close this issue, thanks again for your answer!

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