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Grant Warwick- Mastering Vray: Material Ideas Needed.

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  • #16
    Interesting and nice contribution, I could see some variant stainless steel, water for different case\scenario pool,spa,lake,river,swamp,sea with foam! Natural shader for rocks, different kind of rocks maybe with displacement, natural, landscaping, pebbles etc( procedural shader) Different kind of concrete, procedural too if possible, like for sidewalk is different then a curb, fondation of a house, for big structure with pannel like embeded in it, copper roof, new and oxidated....just a couple of ideas, Ill be back with reference photo and maybe some more idea

    Best reagrds

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    • #17
      There was a short thread on the maya side of the forum were they were building a great looking reflective material with very viable micro scratches. you might want to do a search but here is one of their results. Naturally its tricky o get that fine of detail to resolve without it getting lost in the sampling.

      Click image for larger version

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      Heres one I just snapped

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      Also I'm not sure of a non programmatic approach but i.e. bdrf/cook torrance but id love to have a list of metals based on tabular reflectance data. I have a copper, nickle and steel based on said data but a more comprehensive lib would be nice. I really need to get into the sdk.

      Thanks!

      -Michael

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      • #18
        Id also love to see some non physically based thin film coatings that could be leveraged into a blend material.

        here are a few examples
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        Dichroic-coating which I think you should be able to do with specific reflected vs refracted colors would be nice for some architectural applications
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        Some nice looking carbon fiber as a blend material so you get the dual layer reflection (anioso cloth and glossy top coat)



        -Michael
        Attached Files

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        • #19
          different types of metals would be my suggestion - I use a lot of bronze & brass in projects. Gold & silver as well. With maybe three different types or with a texture that can be adjusted to go from clean to dirty/tarnished - also any metals or materials that have edges worn, chipped, etc. Maybe even the clean and dirty versions could be mixed to create that effect.

          btw, Great tests of materials - I'd not only be interested in your materials, but your test scene and how you're testing your materials under the different lighting setups.

          cheers
          Brendan Coyle | www.brendancoyle.com

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          • #20
            Thanks for all the input, I'll see what I can do.
            I've already built a carbon fiber shader a while ago, just needs to be optimised.

            admin@masteringcgi.com.au

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            • #21
              Originally posted by anchovy View Post
              There was a short thread on the maya side of the forum were they were building a great looking reflective material with very viable micro scratches. you might want to do a search but here is one of their results. Naturally its tricky o get that fine of detail to resolve without it getting lost in the sampling.

              [ATTACH=CONFIG]13861[/ATTACH]

              Heres one I just snapped

              [ATTACH=CONFIG]13862[/ATTACH]

              Also I'm not sure of a non programmatic approach but i.e. bdrf/cook torrance but id love to have a list of metals based on tabular reflectance data. I have a copper, nickle and steel based on said data but a more comprehensive lib would be nice. I really need to get into the sdk.

              Thanks!

              -Michael
              Vray for max definitely needs a cook-torrence model!
              Some very cool tests there indeed.
              admin@masteringcgi.com.au

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              • #22
                Originally posted by cheerioboy View Post
                I'd not only be interested in your materials, but your test scene and how you're testing your materials under the different lighting setups.

                This is the base scene from which I derive all my projects. It's basically a master file that has many different light rigs set up (Some better than others)
                I have a bunch of calibrated HDR's, Night, daytime, winter etc from which I start. I also use HDR effects cards and have IES lights set up when testing the materials.

                Most of the time jobs require a specific look so I start with the closest type of lighting and tweak materials but for the purpose of this tutorial series I'm going over everything and making sure the materials look good in all setups.
                I will be releasing the scene as part of the tutorial series and will explain in detail everything.
                admin@masteringcgi.com.au

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                • #23
                  I've long fought the SSS, not so much for the simple stuff, wax, medical etc but in the edge cases where you have high amounts of transmission. You probably saw my struggles with the OJ green cast issue that Vlado eventually found the bug in. I was working on some polyethelene for a spot awhile ago and never was really satisfied with the result. Its just translucent enough but also builds up opacity in a very marked way based on thickness. Not something Ive been able to get with SSS. It really calls for a volumetric approach.

                  Click image for larger version

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                  Here was one of my tests

                  Click image for larger version

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                  Many minerals have volumetric/scattering qualities that are challenging to reproduce

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                  Some other renderers have no physical shaders that make these effect a bit easier, MRs sss for instance. Id love to see some good working examples if possible with vray.

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                  • #24
                    The armadillo on the far right also is a good example exhibiting the translucency/scattering that's a challenge to achieve
                    Click image for larger version

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                    Thanks

                    -Michael

                    Comment


                    • #25
                      There are any number of fabrics Id love to see good approaches on. Here are a few rendered samples that caught my eye. May use advanced shader models but Im sure there are some good approximations we can get with the current toolset.

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                      http://www.cs.cornell.edu/projects/ctcloth/

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                      -Michael

                      Comment


                      • #26
                        Minerals in general are just eye-candy. Lots of fun effects to simulate.

                        Click image for larger version

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                        -Michael

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                        • #27
                          Sorry, I cant help myself. Here is a smattering of just cool materials... I especially like the opal and tissue.

                          Click image for larger version

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                          Click image for larger version

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                          -Michael

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                          • #28
                            Thanks for these amazing ideas, going to have a lot of fun reproducing! I guess I'll update as I progress.
                            Another shader in the works.

                            admin@masteringcgi.com.au

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                            • #29
                              Fine scale rough surfaces are a trick.

                              This was a sand test I did with displacement. I don't recommend it but the result looks great.

                              Click image for larger version

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                              Fleece done with vray hair, very small and LOTS of it.

                              Click image for larger version

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                              Id love to see some good pool table felt, microfiber fabric, terracotta or cashmere

                              http://www.naturalfibresdirect.co.uk...ereVanilla.JPG
                              http://www.design-char.com/sites/def...microfiber.jpg

                              -Michael

                              www.Morphographic.com
                              Last edited by anchovy; 16-04-2013, 06:32 PM.

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                              • #30
                                Originally posted by anchovy View Post
                                Fine scale rough surfaces are a trick.

                                This was a sand test I did with displacement. I don't recommend it but the result looks great.

                                [ATTACH=CONFIG]13893[/ATTACH]

                                Fleece done with vray hair, very small and LOTS of it.

                                [ATTACH=CONFIG]13894[/ATTACH]

                                Id love to see some good pool table felt, microfiber fabric, terracotta or cashmere

                                http://www.naturalfibresdirect.co.uk...ereVanilla.JPG
                                http://www.design-char.com/sites/def...microfiber.jpg

                                -Michael
                                Sand is very tough! From a job a few years ago also using microdisplacement (also not recommended lol)
                                admin@masteringcgi.com.au

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