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proper way to add stochastic flakes with blend

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  • proper way to add stochastic flakes with blend

    I would love to be able to simply add just the flakes on top of a vray material. I do this with a blend, but I don't have a mask output from the stochastic flakes. Is there a preferred method we're meant to layer this on top? Do i just simply use a fresnel shader to mix it? Additive mode in blend material is destructive so wouldn't want to go that route. Be nice to have just a output port of a mask of just the flakes so I do not darken the diffuse of the base vray material at all.

    Thanks!

  • #2
    Hi chris_phillips If you want to control both Diffuse and Flakes, why not use V-Ray Car Paint 2 Material. You can learn more about it here: https://docs.chaos.com/display/VC4D/...int+2+Material

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    • #3
      What if i wanted to blend it on top of a refractive material? I know carpaint 2 exists. So I would like to know how folks at chaos suggest mixing in stochastic flakes shader properly.

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      • #4
        Hi chris_phillips The workflow would be to add a reflective V-Ray Material as a base material in the V-Ray Blend Material. Then, a V-Ray Stochastic Flakes Material as a first Coat Layer. It should look like this: http://ftp.chaosgroup.com/support/sc...4_09-43-18.jpg

        If it is something specific, could you please share with us a reference image so we can observe exactly what you are trying to achieve?

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        • #5
          Originally posted by viktor_angelov View Post
          Hi chris_phillips The workflow would be to add a reflective V-Ray Material as a base material in the V-Ray Blend Material. Then, a V-Ray Stochastic Flakes Material as a first Coat Layer. It should look like this: http://ftp.chaosgroup.com/support/sc...4_09-43-18.jpg

          If it is something specific, could you please share with us a reference image so we can observe exactly what you are trying to achieve?
          I think he mean that he needs only the flakes component on top of another shader
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          • #6
            sirio76 has got it. There's a flakes.osl shader I found that works better because you can pull a mask of just the flakes and layer on top of any material. Although frustratingly doesn't work in nodes because osl doesn't work in nodes due to a bug. But it works with classic materials. But regardless - If the stochastic flakes exists, it seems that would be a preferred shader to use being more feature rich than the osl shader.

            I assume I got my answer though - it's not really meant to be isolated and layered on top of every kind of shader. It's meant to be used as an element to extend a diffuse (no refraction) v-ray material.
            Last edited by chris_phillips; Yesterday, 08:10 AM.

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