How to create this shader

I was looking at the amazing pictures from bbb3viz.com in the image upload section and following the link to his website.

The metal on this chair inspired me to reach new levels of realism: http://bertrand-benoit.com/images/Chairs/Vassily2.jpg

My question - How to archieve this effect of greasy fingers on the metal? I have been trying out different bump maps and maps to define glossiness along with a VrayBlendMtl and trying to ‘coat’ the metal with a mask…
Doesn’t seem to be the right method, does anybody have any leads in the right direction? :slight_smile:

Thanks!

I think you can buy the chair with materials/maps from his turbosquid store - probably the best way of finding out how he has acheived such a great material!

I’d say it was a black and white map with black fingerprints on a white background. Use the output curve of the image to set your white to about 0.95, and the black point to about .75 and it should do something similar.

Humh

1.1.1 RGB Diffuse collor
128.128.128 finger prints on top of diffuse
100.100.100 reflection with 50.50.50 fingers
Specular texture
reflection texture
Bump texture

and reflection map for hair

Thats how id run it

Thank you, that kind of worked … of cause needs some tuning, but a quick test:

Though i am not sure what you mean by specular map? What mapchannel is that? I put in a glosiness texture in this test.

Ye

Dont blend materials or anything just make texture… It should work, I didn’t try it but thats where I would start my shader…

Em

Highlight glossiness

And you are getting there. Just get better reflection maps and tweak settings…

Remember that the result is not only because of the shader. I think the shader is fairly basic, and that the artist have worked alot more with the studio setup and post.

fAEkE - I do not agree, the studio setup is no problem at all. Is it the effect on the metal shader i am looking for.

U want to achieve this semi anisotropy reflection ?
Just giev in refelction glos value of 0.9-0.95 and then map it up and give bump(of metal ani) with value of 0.2-2 with extra mask for fingerprints and u done…

No i want all the imperfections, greasy fingerprints…

Dadal : will give it another go =)

those things are scratches from bump map U have to put it on bump and u could consider adding bit ectra in reflection…

The shader is pretty simple. Just a map in the reflection glossiness slot. You don’t want to plug it into the reflection slot as fingerprints do not make the metal more or less reflective, just “greasier”.
What matters here is the quality of the map (high-res and you want the effect to be subtle, indeed probably subtler than here) and the quality of the mapping (you want to unwrap all these tubes, no standard UV mapping will do the trick here).
Of course, a decent studio setup or high-res HDR map will help you gauge how the effect will look in a more densely populated scene. Don’t use with a blurry HDR map in the reflection slot as this will make it hard to assess the sharpness of the reflection (i.e. low-res, blurry HDR = blurry reflections all the time).
BB

Thanks for sharing. Great model as always.

Fingerprint map in the reflection glossiness is the way to go. Don’t bother with the bump except for scratches and dings etc. You can also try using the fingerprint map as a weight map to blend two Vray mats in a Vray blend material ( where one is more glossy and one is more mirror-like.

Edit: just saw the answer from the man himself :slight_smile:
I would still consider the blend mat too, it gives a slightly different level of control that can be nice.

Sorry to bump this, but I’ve now made a Vray balloon material available for free download, which includes the glossiness map I used on that chair. Feel free to grab it and abuse it anyway you like. Just don’t redistribute it please. see here or here for more details.

See how happy you make others :slight_smile:

Thanks a lot BBB3, that is really cool!

Found this site with some scans/photos of dirt/dust/fingerprints. Quite useful as a basis for making some smudgy texture maps.
http://www.cs.columbia.edu/CAVE/databases/dirty\_glass/texture.php

nice one tricky
and thanks for the balloons BB3
…you guys are so nice.