Improve Automatic Material Previews for Metallic Materials #89984

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opened 2021-07-20 12:58:21 +02:00 by Julian Eisel · 7 comments
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The automatic previews generated when marking a material as asset don't work well with rather reflective/metallic materials. That is because they reflect a gray background, so of course they have a grey-ish look that doesn't preview the material well.

The automatic previews generated when marking a material as asset don't work well with rather reflective/metallic materials. That is because they reflect a gray background, so of course they have a grey-ish look that doesn't preview the material well.
Jeroen Bakker was assigned by Julian Eisel 2021-07-20 12:58:21 +02:00
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Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
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We should change the shader of the background to let the camera rays passthrough. This should be controlled by the film transparency.

We should change the shader of the background to let the camera rays passthrough. This should be controlled by the film transparency.
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preview_prepare_scene is the function that handles the scene creation.

set_preview_visibilty will change the floor to be removed from rendering.
In stead of this we should set a material property so it won't be visible for camera rays.

Perhaps use with reflection maps for eevee as the path info isn't fully supported.

`preview_prepare_scene` is the function that handles the scene creation. `set_preview_visibilty` will change the floor to be removed from rendering. In stead of this we should set a material property so it won't be visible for camera rays. Perhaps use with reflection maps for eevee as the path info isn't fully supported.
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Icon Material rendering

Engine World Floor Visibility Floor Material
Cycles "World" Visible "FloorReflectiveRaysOnly"
Eevee "WorldFloor" Not Visible

Other cases should reset the floor material to "Floor".

I chose to add a different material so we don't need to utilize cycles ray visibility settings.
For cycles I don't want to use the "WorldSDFFloor" as it projects the floor into infinity and isn't physically correct.

Icon Material rendering | **Engine** | **World** | **Floor Visibility** | **Floor Material** | | -- | -- | -- | -- | | Cycles | "World" | Visible | "FloorReflectiveRaysOnly" | | Eevee | "WorldFloor" | Not Visible | | Other cases should reset the floor material to "Floor". I chose to add a different material so we don't need to utilize cycles ray visibility settings. For cycles I don't want to use the "WorldSDFFloor" as it projects the floor into infinity and isn't physically correct.
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image.png

Still needs some tweaks.

![image.png](https://archive.blender.org/developer/F10231616/image.png) Still needs some tweaks.

This issue was referenced by bb487bc2bc

This issue was referenced by bb487bc2bc82c02922722efb3ca1d2570d907ad9
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Changed status from 'Needs Triage' to: 'Resolved'

Changed status from 'Needs Triage' to: 'Resolved'
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Reference: blender/blender#89984
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