So after a little bit of final tweeking I put the metal flake material up for download. There's a little bit to say about using the material which I've included as a read me in the zip file.
First of all there are three reflection layers on the material. From top to bottom those materials are solid_reflection, flake_sharp, flake_base. The layer solid_reflection is just a standard fresnel reflection. You can adjust that layer to achieve the kind of overall reflections the you desire (i.e. add glossies, increase IOR, what have you). The other two layers are to control the appearance of the flake itself. There is only one version of material that is uploaded, but you can change the color of the flake by changing the color of the filter color on both of the flake layers (right now that color is mapped as per linear workflow).
The flake itself comes from a specific noise map. I have include two seperate maps; one which is just pixelated, and another which is more detailed and less pixelated. Use whichever on you would like, I like the results from both. Right now that noise texture is setup to repeating within the UVW Transform part of the mapping, just so that your aware. Each of the two flake layers applies this noise map in a different way. The flake_base layer simply has the map directly under the reflection layer. The flake_sharp layer maps the image a bit differently. If you click on the map button in the reflection slot it will pop up a fresnel reflection texture that has the image mapped in the refract color slot.
To set the base color of the material change the color of the diffuse layer (again right now this is mapped).
So here are some pointers for adjusting the material to fit your scene. First of all when setting the colors of the flake and the base, the best results are when the colors are very different saturations or intensities. Colors that are similar won't produce as dramatic results. It would be best to set the base color, then use a significantly brighter or less saturated version for the flake color. Also a brighter environment will probably suit this material better as reflecting of a dark or black part of the environment will make the flakes look a little weird.
I include two renders of each of the different noise maps, as well as the colors for the green material that I posted earlier. Hope this is helpful to everyone who has been looking for this material for a little while now, and it will be really interesting to see some of the results. If you have any questions or comments feel free to post.
Here is the link. Enjoy
First of all there are three reflection layers on the material. From top to bottom those materials are solid_reflection, flake_sharp, flake_base. The layer solid_reflection is just a standard fresnel reflection. You can adjust that layer to achieve the kind of overall reflections the you desire (i.e. add glossies, increase IOR, what have you). The other two layers are to control the appearance of the flake itself. There is only one version of material that is uploaded, but you can change the color of the flake by changing the color of the filter color on both of the flake layers (right now that color is mapped as per linear workflow).
The flake itself comes from a specific noise map. I have include two seperate maps; one which is just pixelated, and another which is more detailed and less pixelated. Use whichever on you would like, I like the results from both. Right now that noise texture is setup to repeating within the UVW Transform part of the mapping, just so that your aware. Each of the two flake layers applies this noise map in a different way. The flake_base layer simply has the map directly under the reflection layer. The flake_sharp layer maps the image a bit differently. If you click on the map button in the reflection slot it will pop up a fresnel reflection texture that has the image mapped in the refract color slot.
To set the base color of the material change the color of the diffuse layer (again right now this is mapped).
So here are some pointers for adjusting the material to fit your scene. First of all when setting the colors of the flake and the base, the best results are when the colors are very different saturations or intensities. Colors that are similar won't produce as dramatic results. It would be best to set the base color, then use a significantly brighter or less saturated version for the flake color. Also a brighter environment will probably suit this material better as reflecting of a dark or black part of the environment will make the flakes look a little weird.
I include two renders of each of the different noise maps, as well as the colors for the green material that I posted earlier. Hope this is helpful to everyone who has been looking for this material for a little while now, and it will be really interesting to see some of the results. If you have any questions or comments feel free to post.
Here is the link. Enjoy
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