I'm trying to make my first vray brushed steel/aluminium material,but i'm having some problems along the way. It should be a black brushed metal mixing control keyboard,with white painted signs and markings, and with a couple of smaller emitter surfaces on it. I have made a color/diffuse map, then the black and white "specular" map, (the one that determinate what is reflective and what is not, brushed surface yes, markings- not reflective), and the one that have just emitter parts in one color (eg. white for light and the rest that is not the light emitter - black color. But the problem gets when i try to get the desired effect, where to place what exactly; i did analyze some vray procedural brushed metal materials to get the idea, but there are different settings outhere; and i just cant seam to get the right thing.
I either lose the original white markings, that turn to gray or i lose that fine brushed metal grain contrast. Does someone have experience with this kind of brushed material i'm trying to get or any hint where to link the maps(reflection filter tab?), and what IOr fresnel values to look for? Below are the pictures of parts/sections of the maps to get an idea and just a test with a gray brushed metal diffuse map and "specular" reflection filter color map, with no emitters at all.
Color:
Specular:
Emitter:
Just specular test, with strange black color for markings:
I either lose the original white markings, that turn to gray or i lose that fine brushed metal grain contrast. Does someone have experience with this kind of brushed material i'm trying to get or any hint where to link the maps(reflection filter tab?), and what IOr fresnel values to look for? Below are the pictures of parts/sections of the maps to get an idea and just a test with a gray brushed metal diffuse map and "specular" reflection filter color map, with no emitters at all.
Color:
Specular:
Emitter:
Just specular test, with strange black color for markings:
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