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Velvet...Vlado?

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  • Velvet...Vlado?

    I have spent 3 days trying to reproduce a realistic velvet material.
    I have try everything : very small displacement, glossy reflection, anisotropy etc.. and nothing can realy produce the same effect than real velvet.

    I know the falloff map technic in the diffuse slot BUT this is not a physicaly correct way to go.

    I have read that Final Render as a special shader for this kind of micro fibers material so I think I am right : this is impossible to reproduce a realistic velvet without the help of a renderer side peace of code.
    am I right?

    If not I would realy appriceate that Vlado gives us his theorical approch of this material. I mean the way to do it with the existing Vray material, displacement etc...

  • #2
    Can you show some references.

    Best regards,
    nikki Candelero
    .:: FREE Your MINDs, LIVE Your IDEAS ::.

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    • #3
      Hi n6,

      Have you seen this thread?

      http://www.chaosgroup.com/forum/phpB...570&highlight=

      Dan
      Dan Brew

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      • #4
        ok. Here is what I m trying to reproduce :







        And here is what I can get : as you can see the result is not very realistic for the velvet :

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        • #5
          masha are you there???
          =:-/
          Laurent

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          • #6
            I think you need a specular map with those flowers as well with lots of glossy effect.

            Best regards,
            nikki Candelero
            .:: FREE Your MINDs, LIVE Your IDEAS ::.

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            • #7
              I hope Masha is flying to Beverly Hills to get her chin done.

              You might play with some fall off maps in the reflection and glossiness slots
              Eric Boer
              Dev

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              • #8
                Try a Perpendicular/Parallel falloff map in Diffuse with the top color set to Blue and bottom set to a whitish color.
                LunarStudio Architectural Renderings
                HDRSource HDR & sIBL Libraries
                Lunarlog - LunarStudio and HDRSource Blog

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                • #9
                  Originally posted by jujubee
                  Try a Perpendicular/Parallel falloff map in Diffuse with the top color set to Blue and bottom set to a whitish color.
                  did you read my first post?

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                  • #10
                    Yeah...but most often in this business....if it looks right, it is right!!!
                    -----Dwayne D. Ellis-----

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                    • #11
                      The material you are showing is not velvet. But falloff maps is the way to go here. Nothing we do is "physically accurate".

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                      • #12
                        Originally posted by Dynedain
                        The material you are showing is not velvet. But falloff maps is the way to go here. Nothing we do is "physically accurate".
                        I know... but putting a falloff map in the diffuse slot looks like tto me like using a texture to fake reflections.

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                        • #13
                          so why dont u use glossy reflections?with a ward material?
                          Nuno de Castro

                          www.ene-digital.com
                          nuno@ene-digital.com
                          00351 917593145

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                          • #14
                            damn...
                            I have allready try it! But the result isnt here...
                            Even with different fallof map fresnel perpendicular/paralele, different IOR index : nothin gives a true and accurate velvet.

                            And if Final Render has a specific shader for "micro fibers", well there may be a good reason.

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                            • #15
                              If you think about velvet, it really is a glossy reflective material with many fine fibers. It would be equivalent to very fine hairs wihch is something you would not want to render due to time.

                              Only other solution I could think of is to play around with anistropy values while having a falloff in glossy reflections.
                              LunarStudio Architectural Renderings
                              HDRSource HDR & sIBL Libraries
                              Lunarlog - LunarStudio and HDRSource Blog

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