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  • Optical emboss material reflections

    I have a material that is basically black with a grain pattern on it. The black surface has somewhat of a sheen to it and the grain veins have none (dull). Normally, I would use a reflection map to match that. Here's where the conundrum comes in...

    On the scan, the wider grain patterns are darker and the narrower patterns are lighter, just like the real sample. BUT, if you hold it to the light just right, the wider grain patterns become lighter (more reflective) and the narrow grain patterns become darker. I'm having a heck of a time figuring this out. I've tried a reflection map, plus an inversed map and it doesn't seem to be working for me. Any ideas as to what else to try? Bump/Displacement doesn't seem to help either.

    Click image for larger version

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    David Anderson
    www.DavidAnderson.tv

    Software:
    Windows 10 Pro
    3ds Max 2024.2.1 Update
    V-Ray GPU 6 Update 2.1


    Hardware:
    Puget Systems
    TRX40 EATX
    AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
    2X NVIDIA GeForce RTX 3090
    128GB RAM

  • #2
    i have a suggestion if i get your point right , i dont know if it works or not. and i did not test such material because i do not face such thing till now.so got to the point:

    I think it woul be pissible through vrayblend but how,
    you may split the scanned texture in 2 part (or more based on radius of the pattern) so create 2 vray material one in base and other in coat. and creat a mask with bercon gradient (i dont kbow the transition shape so i asume it would be gradient between the two big and smallpattern. the for the reflection it would he fairly simple. in reflction creat a brrcon gradient or fallof map and map the curve to get your gtr reflection and fresnel effect it would be based on the camera view so it would be completly okey for one side... then for the coated one material creat another reflection based on camera angle but this time make the colors inverted (if 90 degree view was bright you may make it dark in coat and if 0 degree was dark you may try bright in coat - so inverted in relation to each other). so this way you can have the changing angles in every view possible right.


    it may also possible through custom vector normal used as a reflection mask for fall of curve.

    but i do not test either way.
    Mohammadreza Mohseni

    Website | Instagram | E-Mail | Art Station | Behance | Twitter | Facebook

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    • #3
      Looking at the photo, I would say that it is just glossiness difference between the 2. As your grain is just a rougher section of the same paint/varnish.
      If I get a chance a little later I'll look at a setup.
      Gavin Jeoffreys
      Freelance 3D Generalist

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      • #4
        Yes like Gavin said it's a glossiness difference, just lower the glossiness on the grain part and with matching bump it should look good. Diffuse and reflection colour would probably be the same for grain non-grain.
        Rens Heeren
        Generalist
        WEBSITE - IMDB - LINKEDIN - OSL SHADERS

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        • #5
          I'm really bad at materials. So would that mean to put a bump map in the RGlossiness channel and lower that value to be lower than HGlossiness? I'm not sure I know what you mean by Diffuse and reflection color being the same. You're saying to use the same map for both?


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          Last edited by Streetwise; 12-03-2016, 08:09 AM.
          David Anderson
          www.DavidAnderson.tv

          Software:
          Windows 10 Pro
          3ds Max 2024.2.1 Update
          V-Ray GPU 6 Update 2.1


          Hardware:
          Puget Systems
          TRX40 EATX
          AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
          2X NVIDIA GeForce RTX 3090
          128GB RAM

          Comment


          • #6
            Hey David

            Lose the map in the reflection slot, and maybe even in your diffuse.

            Here is a quick test I put together. Í didn't have a very good wood texture. But it should give you the idea.
            Attached Files
            Gavin Jeoffreys
            Freelance 3D Generalist

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