Hello and thanks for your time,
I have two vray MTLs on an object:
1) high polished metal
2) a frosted metal
The frosted material has the exact same settings as the high polished material except that it has Ward on and a noise bump map on with a 0.002 size-turbulent with explicit mapping on.
In reality, this frosted material is a sandblasted metal, so that if you look at it close-up, it has a random, grainy, bumpiness to it. The noise bump map is perfect for emulating this look.
In the render, the high polished metal material is typical dark and shiny with sharp contrasts-like silver, and the frosted metal material is much lighter in colour and diffuse. This is exactly how it looks in reality.
But if the object is rotated so that the object reflects the highlights and the object has strong high white reflections, the frosted metal material is completey washed out with no bumpines and all you see in the render is a white object.
In reality, what I should be seeing is as the high polished metal material reflects the light and becomes white with highlights, the frosted metal material becomes relatively darker! So that the frosted metal material never dissapears in the strong white reflections and stands out against the completely white highly reflective silver material.
I want to emulate this quality so that the frosting is light in colour in normal lighting, and darker in colour in high-white specular reflections. Always remaining diffuse, bumpy, with no obvious reflections.
I have already messed around with H and G glossiness, reflection, diffuse, etc maps, glossiness levels, but no luck
Is there away to achieve this quality??
I have two vray MTLs on an object:
1) high polished metal
2) a frosted metal
The frosted material has the exact same settings as the high polished material except that it has Ward on and a noise bump map on with a 0.002 size-turbulent with explicit mapping on.
In reality, this frosted material is a sandblasted metal, so that if you look at it close-up, it has a random, grainy, bumpiness to it. The noise bump map is perfect for emulating this look.
In the render, the high polished metal material is typical dark and shiny with sharp contrasts-like silver, and the frosted metal material is much lighter in colour and diffuse. This is exactly how it looks in reality.
But if the object is rotated so that the object reflects the highlights and the object has strong high white reflections, the frosted metal material is completey washed out with no bumpines and all you see in the render is a white object.
In reality, what I should be seeing is as the high polished metal material reflects the light and becomes white with highlights, the frosted metal material becomes relatively darker! So that the frosted metal material never dissapears in the strong white reflections and stands out against the completely white highly reflective silver material.
I want to emulate this quality so that the frosting is light in colour in normal lighting, and darker in colour in high-white specular reflections. Always remaining diffuse, bumpy, with no obvious reflections.
I have already messed around with H and G glossiness, reflection, diffuse, etc maps, glossiness levels, but no luck
Is there away to achieve this quality??
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