Hi,
Can someone show a simple tutorial or best a .vismat with the texturefiles and 3dm surface of a wood floor rectangle surface with bump and reflection of a hdr.
And keep the original good color of the texture floor bitmap map when rendering with a hdr map. (this is normal )
Jp
I would like to achieve a good bump and color like this:
but for now I have something more like this (also little blurry in addition of a color :S because a bad environment ?):
I don’t really like the effect on the left side…better on the right side…
anyway it’s just a test cube that would become a good tutorial for anyone playing with texture and RCM!
It doesn’t look like the bump is active (I can see the capital M, but there’s no check mark by it, so it won’t work). With out the bump you won’t get any texture. On another note, the bump multiplier will reference scene scale, so if you’re scene is in mm then you may need a bump of 1 or 2. If your scene is in miles…well you may need to change a multiplier or two .
I know, my bump is all ready i just have to activate it. But my main concern is that I can’t seem to get that effect of a thick layer of lacquer like Jean-Paul Paloux. As for the .05 multiplier, it was actually .85 it’s just that my screenshot was kind of bad. Micha, I actually followed what you recommended Jean Paul, “For shiny floors I use a plastic material: fresnel reflection 1.5 and roughness 0.85 and set reflection at approx. 50 % (130).” I just dont understand the last part of set reflection at 130 (50%).
One more thing, I keep looking at the shot that Jean Paul has and I notice his refraction color is white. When I use white, my material is almost invisible. Anything?
In the fresnel settings, there’s the fresnel color. Set that to 130 and you should have what JP recommends. When you have a map on practically anything, the main color won’t matter, so chances are thats just something that JP has a map on. A reflection color of solid white will get you just about a mirror (or chrome).
umm i guess I have a lot more learning to do because I dont seem to know how to map an object. I thought going under Diffuse and setting a bitmap would be enough. Is there something i’m missing? Do i have to do something else in order to map it?
The VfR repeat/rotate options based on the default UV coordinates. You can change this basic UV coordinates per object properties → mapping. This McNeel mapping tool allow to use other pojection types like spherical or box mapping …
I think I have an idea what you’re referring to. Does this picture show me having mapped this object? I simple went to properties → texture mapping and then added a channel and was able to show a mapping widget. So this means that when I have a material on the material editor it’s not enough to simply apply to an object or layer? I always have to map it?
edit: I guess I’m just wanting to know what the difference from simply choosing a material in the material editor and applying it to an object or layer…and going to properties → mapping and all that? Is there even a difference?