Silgrin opened this issue on Aug 26, 2005 ยท 12 posts
Silgrin posted Fri, 26 August 2005 at 2:40 AM
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=2102003
Hi everybody, I would be *very* happy if you manage to help me with my metal materials. All I got is on the picture. I tried to reproduce what I achieved in C4D [see the link, please] and tweaked it as far as I could. I made it dark, reflective, and did many trials with other parameters until it stopped improving anything :/ But it still doesn`t resemble good chrome.ysvry posted Fri, 26 August 2005 at 10:40 AM
did you try diffrent shader types like oren-nayar under material options?
vespertilum posted Fri, 26 August 2005 at 3:32 PM
I have not done a metal in blender still, but that huge black background seems not good to see reflections. Perhaps a cloud texture in Nor to blur reflections.
criss posted Fri, 26 August 2005 at 4:06 PM
You have a good example in the "Blender Material Library" (v1.1 I think). Just append that material(s) in your scene.
Silgrin posted Sat, 27 August 2005 at 9:47 AM
Silgrin posted Sat, 27 August 2005 at 9:48 AM
vespertilum posted Sat, 27 August 2005 at 4:14 PM
Increasing light, decreasing a few reflections, perhaps shadows. ???
ysvry posted Sat, 27 August 2005 at 9:00 PM
you might add another texture with a little scratches or small bump or specular map, looks like the reflection is too perfect, just a wild guess.
Silgrin posted Sun, 28 August 2005 at 2:22 AM
vespertilum: Thanks, I tried clouds in normal channel, but it didnt work fine for me. vespertilum, again:) ysvry: OK, I will try it today (I
m at work now) :( :/ :: :O
crocodilian posted Wed, 31 August 2005 at 6:54 AM
you have no (or in post 6) a bad environment-- reflective surfaces have to have something to reflect in order to look right. Try giving yourself a sky dome with a mapped photo. By "bad environment" I mean that the distribution of light, shadow and color isn't very natural-- making it a less good choice as a reflection map. Unless your balls are highly polished ball bearings, they're also too reflective . . . give them a little anisotropy, something to reflect, and they'll be fine. Looking at the link to the discussion on the Maxon board, most of the points made there apply here, too. One good one is about turning down specular. Specular is really just a "fake" form of blurred reflections . . . realworld materials don't have a separate specular and reflective components, specular is more like the scattered component of reflection. . . so for realism, you want to crank specular down if you've got reflection high. simple solution: HDRI/skydome illumination reflection with Yafray makes all metals look good. Also, chrome reads better as an isolated element-- a chrome bumper on a car meets a painted surface, which is less reflective. When you fill your secen with reflective elements, it stops looking like anything other than early nineties raytracing experiments. . .mix very reflective things with other things that are not as reflective. Works better.
j3d_cg posted Wed, 14 September 2005 at 11:14 AM
There was an article in 3D world on interior lighting a few months back and they suggested turning off "recieve shadows" for chrome. This was in a Maya tut and I'm just learning "to blend" so I don't know if Blender has that option but if so maybe worth a shot?
ysvry posted Tue, 20 September 2005 at 6:41 PM
yes under material then shaders , you can switch of shadows or transparant shadows.