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shiny wood floor with bump

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  • #16
    Re: shiny wood floor with bump

    I know, my bump is all ready i just have to activate it. But my main concern is that I can't seem to get that effect of a thick layer of lacquer like Jean-Paul Paloux. As for the .05 multiplier, it was actually .85 it's just that my screenshot was kind of bad. Micha, I actually followed what you recommended Jean Paul, "For shiny floors I use a plastic material: fresnel reflection 1.5 and roughness 0.85 and set reflection at approx. 50 % (130)." I just dont understand the last part of set reflection at 130 (50%).

    One more thing, I keep looking at the shot that Jean Paul has and I notice his refraction color is white. When I use white, my material is almost invisible. Anything?

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    • #17
      Re: shiny wood floor with bump

      In the fresnel settings, there's the fresnel color. Set that to 130 and you should have what JP recommends. When you have a map on practically anything, the main color won't matter, so chances are thats just something that JP has a map on. A reflection color of solid white will get you just about a mirror (or chrome).
      Damien Alomar<br />Generally Cool Dude

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      • #18
        Re: shiny wood floor with bump

        umm i guess I have a lot more learning to do because I dont seem to know how to map an object. I thought going under Diffuse and setting a bitmap would be enough. Is there something i'm missing? Do i have to do something else in order to map it?

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        • #19
          Re: shiny wood floor with bump

          The VfR repeat/rotate options based on the default UV coordinates. You can change this basic UV coordinates per object properties -> mapping. This McNeel mapping tool allow to use other pojection types like spherical or box mapping ...
          www.simulacrum.de - visualization for designer and architects

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          • #20
            Re: shiny wood floor with bump

            I think I have an idea what you're referring to. Does this picture show me having mapped this object? I simple went to properties -> texture mapping and then added a channel and was able to show a mapping widget. So this means that when I have a material on the material editor it's not enough to simply apply to an object or layer? I always have to map it?

            edit: I guess I'm just wanting to know what the difference from simply choosing a material in the material editor and applying it to an object or layer...and going to properties -> mapping and all that? Is there even a difference?



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            • #21
              Re: shiny wood floor with bump

              Per default Vray for Rhino use the UV coordinates of the NURBS surfaces. If you set a mapping per mapping properties, than the UV coordiantes of the render mesh are modfied. You can use the mapping tool, but must not.

              If you set a simple texture repeat option for a surface, than there is no difference between this two ways. The mapping tool allow to set advanced projection types like "spherical" or "box" and edit the placement of the widget. This can't be done per VfR.

              If you set VfR texture type "Environment", than the UV coordinates of the objects are ignored and the texture projection is deteminated by the camera and the place of the object. Now you can map HDRI Panoramas to geometry. It's needed for special environment technics.
              www.simulacrum.de - visualization for designer and architects

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