rendering mosquito nets

Hi,

I’m trying to create a material for a mosquito net as in the following picture:

For now the best results come frome a simple white material with a light grey refraction color. But the main problem is that when you have two layers of the net on top of each other, it should be almost non transparant and become very white. But with my material, these parts get darker because less light can pass through.

Anyone ever tried to render such a fabric or something similar? I’m wondering what material properties are really important to get these very white folds etc.

Any help or some tips would be much appreciated.

regards,

flipside

Try with a standard map and set the transparency to additive.

/Thomas

Hi thomas,

It does indeed what I want, until I turn on GI… Then it gets really slow and the net looks completely bright white. Tomorrow I will experiment a bit more with this.

More tips are welcome :slight_smile:

thanks,

flipside

i think u should use something call sub-surface scattering…i am not sure is this right or not tho…or i think translucency MIGHT(i doubt it) work…or maybe u can create a frosted glass mtl, then just make the refract glossyness to 9.9, then put a texture map…or something like that, it might work…

i think if u got a good model…even if the mtl is not 100% right…it should still look alright… :lol:

I would start with a falloff map in the opacity slot for the white folds.

…also slap your fabric texture into the opacity/refract slot…use as one of the falloff channels if u want…don’t think you need to go as far as translucency sss

Thanks all!

First I tried with a vraymtl with a falloff map in the refraction slot. I tweaked the curve of the falloff a bit. The problem here is that the parts of the cloth that are not or partially transparant (the sides of the falloff) look dark on the inside of the cloth. Result:

I also tried with a standard material and a falloff map in the opacity slot and the transparancy type set to additive. This is difficult to tweak, and also the parts that get white are generating light as if it is a self illumated material. Probabely I can fix this with a vraymtlwrapper. It also looks a bit like smoke from a cigarette. I wonder if I can not decrease the effect of the additive transparancy a bit?

I don’t want to use translucency because it takes ages to render. Also I have to give my cloth a thickness to get a translucency effect because translucency is all anout transportation of light inside an objects material.

Any more tips or tricks (or comments on these two examples)?

thanks,

flipside

hmmm, well, the material is originally not transparent. There is some space between the line of the textil and that is makes it transparent. Maybe you could go on this way. Either with some opacity mapping or maybe some very tricky displacement, water level or something (which will cut out) dont remember exactly

there is one more way, to play with the glossyness. once I was able to do a good looking transparent silk with transparency and glossyness. Make the refraction to 1.01 or something but not 1

I already tried with a map with little squares to make it look like a cloth with very small holes. This doesn’t work well because the holes are so small that everything gets blended into one color imo.

Can you show an example of your cloth losbellos? I always used ior=1.0 in my tests. Why would you use 1.01?

I couldn’t resist and started playing with refraction glossiness but it didn’t work out well, it had the same problem that parts that looked white on the outside look dark on the inside. It also takes ages to render. When I turn on translucency as well, it gets really weird and I can’t get it right.

So I went back the start (opacity on std max material and additive transparancy). I used the map with little holes as a bump map also, and although you don’t notice it very hard, if you see it without the bump there is a significant difference.

But I’m working on it so long now that I don’t have good judgement anymore about the look if it’s real or not. Here’s a small animation:

http://users.pandora.be/stor1/vray/cloth\_anim\_1000.avi

it’s 550kb or something

The weird thing is that it doesn’t cast GI shadows at all. I already deactivated ‘send GI’ in the vraymtlwrapper, but thi doesn’t help much. If I lower the recieve GI then the material simply gets more transparant, nothing more.

Ok tell me what you think about it!

Thanks,

flipside

now I see your problem :frowning: mmm, I’ll try

Hi losbellos,

Not sure what your talking about…

Do you mean color blending?

regards,

flipside

I mean bending, I see now what is your problem, and there is an other one if direct light goes on the net, the shadows will be too hard.

So far this is the best result, but I got an other idea, its a two step process.

Can you printscreen the settings for that material?

please wait, I have a better solution… But it takes a little time ti figure out the right values.

okay,1st image material is simple. Standard material, diffuse grey 211
, self illum 40, in the opacity map slot there is a checker map with 250 tiling both directions (to look good, if you increase the render resolution you should increase this one too(!) So thats it.

The other idea is, render the net with simple standard material with opacity 10-20, this will create very slight shadows and then when reuse the imap, put the material above back. Also 2nd rendertime the cast shadow should be unchecked. However on this scene doesnt really makes sense, I’ll try on indirect lighting only.

Thats it for now, I’ll return to this topic at night. For some improovement.

Hi losbellos,

Thanks for your input. I tried with a brick map, that resembles the real net structure more, and I get good results.

I have another problem (off topic). When you have more than 2 uvwmap modifiers on one object to control some mapping, I thought you had to use the ‘map channel’ numbers to say which map belongs to which modifier. I did that to put a simple texture in the diffuse slot, but the map doesn’t show up (or at least not correct). I have one uvw planar modifier to control the brick mapping for the net structure, and one planar uvwmap to place the texture for the diffuse. I selected map channel=2 for both the uvw map and the diffuse texture, but it doesn’t work. See screenshot:

Why isn’t it working?

Thanks,

flipside

EDIT:
The problem seems to be related to the simcloth modifier. This is on top of the modifier stack, because it needs to influence the uvw map too. If I put it below the uvwmaps, the textures work in both channels, but since the uvwmap isn’t affected by simcloth this way, the textures are not mapped correctly (they just stay planar). Any ideas about fixing this?

I found also a good one, still checkbox. But you are very right bricks are much better, becuse the lines are thinner. This one no need to play with imap. Anyway here is the mat and the image

Your other q I dont know, because I dont really texturing in max. Only simple things…

[/url]

To flipside

hi flipside

Excuse to all users if I ask here for technique about cloth

Can u help me with cloth?
How do u get this kind of smooth cloth?
Can u explain the process to get those kind of clothes

please I need it

bye and thank in advance

please…dont mention mosquitoes…i have dengue fever.