tez12 opened this issue on Jan 20, 2007 · 43 posts
bagginsbill posted Mon, 22 January 2007 at 7:14 PM
tez,
You made a mistake. You have the subtract node plugged into the Clamp node through Value_2. It is supposed to be connect through Value_1. Value_2 doesn't do anything at all on a Clamp node.
templargfx,
I'll post you the edit tomorrow - it's a simple change. As I said, I think you got the speckles and metallic flake nice. I'd just change the Fresnel effect. The thing is the overall reflection really needs to be adjustable by the end user. Only in showrooms and magazine ads are cars that shiny.
Yes the lighting was poor - was only trying to match the test render that tez had shown and that was dominated by an overhead light. In reality I'd always use a lot more global illumination.
I've never tried rubber. I've seen good ones here and there but not looked at how its done. Did you like yours in the end or no?
Question for you - one of your shaders had the Edge_Blend plugged into the Quality input of the Reflect node. The reasoning for that escapes me. Did you really want poorer quality in the middle and better quality reflections on the edge?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)