Rhino . Phisically Based Material

Hi again, I’m experimenting with D5 workflow from Rhino, now testing some materials.

From all the Rhino materials the most comprehensive one is the “Physically Based” that seems to use a PBR approach. It seems to integrate quite well with D5 but there are some improvements that could be interesting to be implemented.

  1. Normals, Albedo and Roughtness, AO, Opacity, Metallic are imported quite well. Simple and easy with texture maps. Amazing.

  2. SSS, Displacement and Clearcoat(Carpaint) doesnt seem to work from the Rhino Physically Based material. It would be good to have this integration.

  3. Folliage . Couldn’t find a way to create a foliage like translucent material in Rhino.
    This is a problem. Partially compensated by the amazing plant library from D5 but it would impede to have custom plants and also courtain materials straight from Rhino.

As a bootstrap suggestion: What if the name of the material in Rhino has a tag like “leaf” (ex. Monstera deliciosa leaf), and then D5 interpret it as a leaf material, would also work for the carpaint and SSS.

  1. Displacement. Could not figure out how this works in D5, it looks like a very cheap solution. Bellow is a comparisson from displacement in Enscape(left) and D5(right).

Best regards,
Alexandre

Hi @alexandrecollaco

Thanks for your insights, we’ll forward them further to our team. You may need to select from D5’s material template to enable SSS, Displacement, and Car Paint for now. The same goes for foliage.

  • As for the displacement, I think this is because D5 has yet to utilize True Displacement.