Anthanasius opened this issue on Mar 16, 2009 · 19 posts
Anthanasius posted Mon, 16 March 2009 at 11:35 AM
Anthanasius posted Mon, 16 March 2009 at 11:36 AM
Anthanasius posted Mon, 16 March 2009 at 11:38 AM
Third the questions ...
1 ) I think is there too many reflexion on the body, i've play with the edge blend but without results ... How to ?
2 ) Hot to add metalic effect on this shader ?
thx
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Gareee posted Mon, 16 March 2009 at 1:39 PM
If you have my old funcat set from Daz, it came with a bunch of fast rendering metalflake shaders.
Way too many people take way too many things way too seriously.
Dead_Reckoning posted Mon, 16 March 2009 at 2:08 PM
Attached Link: And now something completely different - Matmatic car paint by bagginsbill
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ice-boy posted Mon, 16 March 2009 at 2:44 PM
matmatic shader is not GC,
Acadia posted Mon, 16 March 2009 at 3:04 PM
There is a whole section in this thread on car paint.
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2722867
You can also get car materials here:
http://www.renderosity.com/mod/freestuff/index.php?user_id=305980
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
bagginsbill posted Mon, 16 March 2009 at 3:27 PM
Quote - Third the questions ...
1 ) I think is there too many reflexion on the body, i've play with the edge blend but without results ... How to ?
2 ) Hot to add metalic effect on this shader ?
thx
I see you're looking to make a GC shader. That's good, because the reflections need GC.
However, the reflections look too bright because:
1) The data coming from the Reflect node is from other shaders, and if those shaders are GC shaders, then the data is in GC space, not linear space. It needs to be anti-gamma corrected first. So you want to connect the Reflect to a Pow node. Right now, the GC data from Reflect is then added to Diffuse and gamma corrected again.
2) You did not balance the diffuse amount against the reflect amount. In other words, the shader should add diffuse and reflection in a weighted sum. As you have it, the diffuse effect is the same no matter what. The rule is, when reflect is strong, diffuse is weak, and vice versa. The best way to do this is to combine diffuse and reflect with a blender, and have the ratio controlled by the blending value. The Blender always produces a balanced sum.
3) The math behind the Edge_Blend cannot correctly implement the Fresnel effect by itself. I used to suggest that, but I was wrong. I know better now. You can either go for 100% accurate Fresnel effect (many nodes) or you can approximate it. The approximation I used to suggest is not a very good one. However, as it stands right now, the biggest departure from realism is due to items #1 and #2 above. I wouldn't worry too much about this item until you get those squared away.
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bagginsbill posted Mon, 16 March 2009 at 3:28 PM
The metallic effect we should cover separately. It involves a noise node and a specular node. It's not too hard.
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)
Anthanasius posted Mon, 16 March 2009 at 3:39 PM
Anthanasius posted Tue, 17 March 2009 at 12:40 PM
Anthanasius posted Tue, 17 March 2009 at 12:41 PM
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bagginsbill posted Tue, 17 March 2009 at 1:35 PM
That looks excellent. Well done!
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)
ice-boy posted Tue, 17 March 2009 at 3:36 PM
i think there is to much visible reflection infront.
i guess it depends what kind of car material you want. but i think the best way to make realistic car materials is that you have very very little reflection infront and a lot on the edges.
Gareee posted Tue, 17 March 2009 at 3:44 PM
Here's a link to a photo of a real car about the same color.. it looks like it has MORE reflection then what you have now, and IMHO your original image is possibly closer to this.
Here's also the link to the original image, which is much arger and shows more detail:
http://people.mozilla.com/~faaborg/files/20061210-newCar/newCar.jpg_large.jpg
Way too many people take way too many things way too seriously.
ice-boy posted Tue, 17 March 2009 at 3:53 PM
more on the edges not infront IMO.
bagginsbill posted Tue, 17 March 2009 at 4:19 PM
If he was using an HDR environment, there'd be more reflection like that car photo. It's probably not HDR, so the reflections are limited to k * 1, where k is the reflection value.
However, as I said in point #3, the Edge_Blend alone cannot come close to the reflection value versus angle that is found in the true Fresnel effect. It is only directionaly correct, in that there is less facing the camera and more facing away. That's like saying a boob is roughly the same shape as a bucket.
"Boob and bucket" - name of my next rock band.
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)
ice-boy posted Tue, 17 March 2009 at 4:30 PM
he needs to fake HDRI or use a HDR image. infront you only see the brightest part clearly.
Anthanasius posted Tue, 17 March 2009 at 6:15 PM