View Full Version : In need of industrial materials!
akiefer
09-26-2007, 11:26 PM
Maybe wrong area but here goes...
I need to create some 'industrial materials' some dark smokish blue grey perspex that is very glossy but where you can still see a lot of the color. Then I need some of this well... spray painted materials in various shades of grey. You the kind you have on professional cameras for instance where you see these tiny splatters of paint all over the surface.
I had these going in cinema materials but especially the glossy perspex went completely wrong when I used the convert material option...
all help greatly appreciated!
Albert
Fluffy
09-27-2007, 02:29 AM
Image references always help a lot more...
I will try to help, although I'm not sure I like when people ask for stuff.
Always makes me cringe.
Here is hoping it will not become a trend.
akiefer
09-27-2007, 08:32 AM
It was not the intention to ask for stuff... :oops:
I just need a workflow...
In cinema I know exactly what to do for the materials I need. But especially the more reflective (however subtle) materials like the very glossy perspex (imagine a transparent sheet op perspex that is painted with a color on the backside so you see a very reflective surface but still colored quite distinctive...) just come out way too dark and too reflective when I just use the convert material (which is abvious) so I need a way to work...
How to set up a material with good color quaity and still a very reflective shine of its surroundings.
Same for a noised up 'spattered surface...
Since VRay has a completely different way of building a surface I am grasping here.
So... don't feel inclined to just give me a surface but rather some advice on how to structurally tackle these things :)
Albert
Image references always help a lot more...
I will try to help, although I'm not sure I like when people ask for stuff.
Always makes me cringe.
Here is hoping it will not become a trend.
Better one time to see, then 100 time to hear
If you know exactly what to do for the materials in CInema4d. then place here your material in C4D format and image of it.
akiefer
09-27-2007, 09:48 AM
Hi Tong,
I did a quick one (used enhance series of noises for the 'splatter' part...)
http://www.sectora.net/vray/ind_materials.jpg
So hi reflection and color on the sphere
and the very diffused and subtly bumped 'sprayed' part
Hope this is clear... and again... all I need is a good way to start building and think in the VRay style of things for me.
I am very confused when to use reflection instead of raytraced speculars and how to use the two diffuse layers and even 5(!) layers of specular and how refraction when transparency is all over the place.
questions questions and a good structured set up for building a range of typical materials would be a fantastic learning guide.
I ordered from the guys at tools4d.eu but they won't be shipping until the first of october....
Albert
MrBraun
09-27-2007, 10:33 AM
This is the blu material! ;)
Hope that is right! :)
http://www.computergrafica3d.com/utenti/mrbraun/Blu_ind.jpg
http://www.computergrafica3d.com/utenti/mrbraun/Blu_industrial.zip
akiefer
09-27-2007, 01:09 PM
Hi Mr. Braun :)
Thanks for the good starting point.
My questions would be:
when do I use traced reflections on the specular tabs and when a reflection layer?
Albert
MrBraun
09-27-2007, 02:37 PM
The trace reflection of a specular tab is connected with the specularity: if the material is less specular, it have less reflection! (as a real material)
With reflection tabs have more control on the reflection! ;)
akiefer
09-27-2007, 02:41 PM
That maybe easy if you come from a VRay background but is totally confusing from my Cinema 4D background :)
I am still not clear on what you actually mean :(
Albert
The trace reflection of a specular tab is connected with the specularity: if the material is less specular, it have less reflection! (as a real material)
With reflection tabs have more control on the reflection! ;)
Fluffy
09-27-2007, 04:14 PM
If you want to control the specularity and reflection independently, like in C4D, then activate two specular channels as such :
- On the first one, deactivate "trace reflections".
- on the second one, deactivate "trace speculars".
That way, the first channel will control the speculars only, and the second one the reflections only.
For your material here, just use a fresnel in the specular channel used for reflections, to control the color of the reflection.
For the second one, just use the same noise than your diffuse color in the first specular channel, turn off "trace reflections".
That way, the splatters will shine more where there is the specular.
http://fluffy4d.com/wp-content/uploads/2007/09/splatters.jpg (http://fluffy4d.com/wp-content/uploads/2007/09/splatters.zip)
Click to download
akiefer
09-27-2007, 07:26 PM
Hello Fluffy,
That's a great one! I tried a version myself which I have put online but this one is much better. And you have also explained good how the speculars work.
Thanks!
Albert
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