Announcement

Collapse
No announcement yet.

plastic problem

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • plastic problem

    Hi all!
    I've got a problem with plastic materials. I'd like to make really good-looking inflatable toys, made of plastic. This thingies has vivid colours with nice highlists. If I use a standard material with anisotropic shader, the highlight is OK but the whole thing looks flat and cartoonish. With a vray material and glossy reflections the highlight seems good but the whole thing looses it's colour, and of course picks up the environment's colour. Is there any solution for this with the actual build (I'm using the demo version), or I should wait the new demo coming up with the anisotropic shader thing?

    thnx & ciao
    Balage
    Balage

  • #2
    If it's the plastic I'm thinking of it's not really anisotropic. I would think that one of the main characteristics of a blow up toy is that it is very translucent. You should be able to get good results with the VRayMat and a nice simple HDRI.

    --Jon

    Comment


    • #3
      I'm not sure we're thinking about the same thing. What I'd like to make is something like on this page:
      http://www.inflatabledepot.com/html/214brickcastle.htm
      These materials aren't translucent, only in certain cases but I don't need those at the moment. My other problem is how to achieve that "creased" look on some parts, but that's more max-related than vray )

      Balage
      Balage

      Comment


      • #4
        IMHO, I think they are translucent. In the yellow you can see it, the deeper yellow under the crossbeam. That's created from the shading on the inner, opposing side. You can also see it on the red.

        For the creases, you could probably get away with a bump map. Except in the areas like the back purple beam where the creases actually deform the tube.

        --Jon

        Comment


        • #5
          Well, the main question isn't transulcency, but the reflections ) And imho that thing on the yellow bar is reflection ) I don't know what is the material at this product, but I'm sure those what I'd like to model aren't translucent at all )
          Yes, for the creases I think I'll use bump map, and I won't model those kind of bigger deformations. Life is easier without them )

          Balage
          Balage

          Comment


          • #6
            I've made a test image to demonstrate the problem. Logos and other stuff are removed from the object. The red coloured material is the problem (it is a standard material on this image). The question is how to make it realistic.
            http://kbalage.freeweb.hu/plastic.JPG

            Balage
            Balage

            Comment


            • #7
              Here's a new version of the pic, made some improvements on the material, but it's still far from perfect. I used some stuff from vray.info, now it's a vray mat with a slight bump map combined with highlightonly material. Any ideas to make it better?
              http://kbalage.freeweb.hu/plastic2.JPG

              thnx & ciao
              Balage
              Balage

              Comment


              • #8
                What are you using for skylight?

                --Jon

                Comment


                • #9
                  I use simple light blue colour for the skylight.

                  Balage
                  Balage

                  Comment


                  • #10
                    Well, I can't really tell without a list of settings. Looks to me like you don't have enough sunlight as well as skylight in the scene. It also looks as if the plastic isn't reflecting the environment. Is this the standard material or the VRayMat? Post your material settings and any environment colors and settings and maybe I can help a little more.

                    I still think that most of the shading depth in these things comes from translucency.

                    --Jon

                    Comment


                    • #11
                      I agree with J-bug mate, i think you need some more reflections. maybe try putting an HDRI map either in the environment slot in your material reflection mpa or in the env slot for the scene in general. Your material looks good other than lacking in shininess which is reflectiveness in this case. Give it a try. My 2 cents...

                      See ya,

                      Marc
                      -------------------------------------------------------

                      "...and we all know how paintful THAT can be, don't we?"

                      Comment


                      • #12
                        maybe the new anisotropy reflection could help...

                        themaxxer
                        Pixelschmiede GmbH
                        www.pixelschmiede.ch

                        Comment


                        • #13
                          But it's not really an anisotropic material is it? There is no "texture" to the plastic like brushed aluminium or hair. I'm not sure if it would help (just my opinion of course) but hey, it would be fun to use em anyway!

                          Marc
                          -------------------------------------------------------

                          "...and we all know how paintful THAT can be, don't we?"

                          Comment


                          • #14
                            I've got to agree with Jbug here. That type of plastic has got a lot of SSS going on in it. Also I don't think it's anisotropic at all, just regular glossy reflections.
                            Torgeir Holm | www.netronfilm.com

                            Comment


                            • #15
                              Hey kbalage,

                              I made some tests

                              www.dtoxx.com/J_bug/BlowUpToys.zip

                              There are two material sets here. Both are Standard materials, one uses opacity and a fake translucency plugin called Backlight (you can get this at maxplugins.de). The other just uses a blurry VRayMap with a falloff.

                              If you are using the demo does it also mean your examples are using the VRay Material?

                              --Jon

                              Comment

                              Working...
                              X