marc: I finally figured out what the problem was. I am not using any lights in these scenes, just default lighting. If I put any light into the scene then everything is just fine. Just my ignorance.
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Brushed Metal Test
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the other way to do it is to uncheck the default lighting when rendering DR. This way youll get consistent looking buckets across your computers.
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Here is my try on brushed metal. I used archihdr.hdr for reflection and some omni lights for custom highlights. Glossy reflections were also used and some anisotropy and some bitmap in bump slot with huge tiling (like 60/0,05)
I'd like to ask Vlado here to include enviroment override for reflections and refractions separately for enviroment and if possible for materials too. I had some problems with glass (I wanted glass to reflect actual enviroment with HDRI map, but for refractions I wanted to use pure white background color). So I had to render once with white enviroment override background and once with HDRI map and then composit this two renders in Photoshop. And please, please include speculars/highlights too
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Sure, no problem
scene file: http://web.1asphost.com/LuKa/brushed%20metal.max
HDRI map: http://web.1asphost.com/LuKa/archihdr.hdr
bump map: http://web.1asphost.com/LuKa/final.jpg
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