Matching Clo's shader model
Hi all,
I've been trying to setup a scene in Blender where the materials and lighting are 1:1 with Clo. However after many attempts I haven't found a proper way to do so.
Here are the steps I have taken
- Setup identical lighting setup in Blender (Studio low contrast HDRI as Clo default); worked fine
- Export a simple scene to GLTF with one fabric (matte default settings) without any texture maps assigned in Clo to only look at the materials shader properties and not be distracted by other information; exported succesfull
- Import in Blender and render to see if it matches; FAILED
I tried this with multiple setups and exports to see if anything would change but it seems like Clo's internal shading model (vray) is rendering different compared to the exported model.
You can clearly see in the screen I've attached that the left viewport render has more highlights in it compared to the screen on the right which is a Clo render.
Again, lighting conditions and camera are the same. The effect is most visible in darker colored garments/models.
If anyone has an idea how to properly match up Blender to Clo that would be great.
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Hello. It's almost impossible to achieve the 1:1 result in complex garments with different materials and maps. You may try to adjust Metalic/Roughness intensity as well as Normal map strength manually with the help of Color Ramps or Math Nodes and a side-by-side comparison between two images. But still, the numbers you'll get won't correlate with the ones in Clo3d. As you mentioned the ways the engines are different, and you can't predict how they interpret ray bounce results. However, in terms of flexibility and possibilities the current version of Cycles can give you a much more realistic look of a fabric than inbuilt-VRAY in clo3d. Another issue is the lightning. The HDR intensity in Cycles also doesn't correlate with CLO3d.
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Hey thanks for the reply. I know matching up two render engines can be extremely difficult, however I should be able to come closer to the result of Clo without just guessing right? I hardly believe that I'm the first one ever trying this.
I'm sure Cycles will give me a much nicer result in terms of shading model, but I would like the colors to match up better when looking at the specularity.
What do you mean by HDR intensity does not match? I've noticed that the default hdri in Clo is orientated different compared to Blender but I've managed to match that. I'm using the orignal HDR Studio low contrast from Clo, all intensities are set to 1. Should then be the same right? I've also matched the color management.
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I never used the original CLO HDRI maps in Blender, but I used third-party ones. And they were always, idk, darker than in CLO. So I increased the intensity of HDRIs or added additional light sources to get the proper lighting setup. But again my goal was not to achieve the 1:1 look. It was just an experiment.
Can you please attach the test project so I could tweak some nodes?
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By the way, I noticed that you don't use Texture Coordinates. Perhaps the texture used by the model is not positioned correctly.
+ let's not forget that when exporting a model to gltf/fbx, textures are baked, and if you had them titled in vray, some details (for example, the clarity and sharpness of the normal map) can be smoothed out by compression. Therefore, less light can be reflected from them. The most logical thing in this case is to save the model from clo with the correct UV unwrapping and manually attach the original textures from CLO and connect them to the mapping node.
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The lighting we have setup is 1 on1 with Clo, even for third party hdri's. It is the orientation that is off in clo compared to blender for instance. The details that are not matching up boils down to shader models. I am exporting a baked model, so uv's are properly aligned. I'm also using higher res exports from Clo and adding them manually without compression and filtering to achieve the closest result. Even then the outcome is a bit off. Unfortunately I'm not allowed to share our scene setup online.
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You can see here a complete black shader, no diffuse info only roughness and metallic to see what is happening. The models don't match.....yet :-)
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