can someone please help me in making a bright silver aluco bond material, with a sparkling grainy surface relief. ill be obliged, thanks in advance
please anyone this is critical! need it badly! ![]()
Hi Roark
Maybe youl could post a photo that you have forbetter imagine what you would like to get
tom
http://www.chaoticdimension.com/forums/phpBB2/viewtopic.php?t=2380&highlight=alucobond
i know this sounds weird but its not on google, no sample, im tryin to achieve what goncola achieved but it has to be more shiny, like a car paint..with shiny sparkling thingies…u understand?
Hi,
Carpaint is a bit different. I assume Gonzalo Maestro did his material with a very glossy reflection.
So… Set your diffuse color a quite dark grey, the reflection is about middle grey, and set glossy about 0.6-0.7.
If you want a still, use interpolated glossy reflection, for anim, imho better direct comp for reflection with lower subdiv.
Thats all, but REMEMBER, a reflected surface will be nothing without something to reflect!!! Use environment maps, or model the environment.
For carpaint, use shellac. The first mat is glossy reflect, the second one is without glossy, but with fresnel.
Hope this helps
Best regards,
P
ive had a little play come up with a nice silver sparkly mat … is it ok to send to your mail ?
natty my saviour!! thanks bud
email me on madhur@antaresdzn.com
ciao ![]()
For sparkling you can do a trick, to use glossy without interpolation, but very low subdiv. The sampling imperfection could cause metallic sparkle.
But this is for stills also, when your camera starts to move, you’ll see the cheat.
paleee dude, im sorry i got a lil too excited and forgot to thank you for ur tips, good idea, let me see what i can achieve…thx again ![]()
natty,
I’d like that file as well if possible…I always struggle w/ stuff like that…
thanks,
paul.
sure paul ![]()
Any chance of you sending that to me Natty?
bret@nwlarchitects.com
THANKS!
I’ll post it here later for all ![]()
natty natty, i have a few queries…
:arrow: im using the material u sent me, as alucobond on my building, so its an exterior setting, now…understandably it looks very diffirent…so what do u suggest i do? (ill post a pic later since im home now),.
:arrow: is there a way i can use an hdr map or any other map as a reflective environment for a particular object in the scene? cant use it globally since i have glass which reflects the sky etc.
:arrow: can i make a simple plane…apply the mat u sent me on it, render it in topview at high rez and then use the file as a texture map?
i dunno how to get around this, jus that the mat looks diff…almost white with some surface relief on it in an ext setting. im confused. pls show me the way :roll:
hi … had a little time tonight to refine the mat for you guy’s
http://render-time.com/vray/silver.mat
hope it helps
RoarK
why cant you let the enviroment reflect of the material ?
rather than the hdri?
nice one natty…just in time…I got a scene where I have silver mulions…
thanks a lot and good timing ![]()
paul.
I have a problem with Natty’s material, it affects (changes) my Irrd. maps settings.
Heres the thing, as soon as i assign the alucobond material to the wall (or any other poly) the irr. map calculation changes.
Id set the irr. map to a VERY LOW solution, which is only 2 prepasses, but when the alucobond material is in use, the rendering calculates 4 prepasses, even if its on VERY LOW (or even VERY HIGH, doenst matter)
WHy is that?..it appears that some setting on the alucobond material affects the number of prepasses.
Im lost.
sounds like you have swiched on the Interpolation for the material which will give you more passes … just switch it off under the reflection settings of the material.
Regards
yeah…you were right, that was causing the problem.
Thanks a lot.