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Old 12-08-2006, 12:48 PM   #1
thengineer
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Default building a metal material

hi guys!

I'm currently working on a material/shader that looks like the following metal:


My version:

It's based on the A&D mat.

It's not the best, thats why I'm asking you for advise.
I've also tried out Jeff's nickel material, which comes really close:

(I hope Jeff doesn't mind posting his sample here)

The problem is, that his material is so slow due to the uber high sampling rate in the metal shader.

I hope you can give me some suggestions on how to improve my material.

greetings,
Jack

Last edited by thengineer : 12-10-2006 at 02:21 PM.
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Old 12-08-2006, 03:41 PM   #2
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Should be fairly easy to make that with the A&D material. I'd start with the chrome preset and then turn on the metal option, set the diffuse color to almost white (or maybe use a noise map/cellular map there for the grain)

Then adjust the glossiness to 0.3 or less, and set your glossy samples to 48 or higher for a smooth reflection. Maybe even add a noise/cellular map in the color swatch to add some grain to the reflections.

You might want to try the highlight & FG only mode for faster rendering (but less realistic reflections of course)..but either way it'll be waaaaaay faster than that old nickel mat.

You may also want to increase the 0 deg. refl setting (in the BRDF rollout) to .9 for brighter reflections.

And above all...make sure you have a proper environment (.hdr or a model, etc)...anything reflective will only look as good as what it's reflecting.
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Old 12-09-2006, 02:19 PM   #3
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okay, I've updated my material to fit your suggestions.

As a bloody noob, I didn't manage to put a HDRI map onto the teapot. But at least I have changed some of the light's colors.






edit:stupid me, I was just missing an option, for the HDRI enviroment. updated image follows.

Last edited by thengineer : 12-09-2006 at 02:26 PM.
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Old 12-09-2006, 02:55 PM   #4
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Problem: you have your "reflectivity" amount set to .23 which is not very reflective at all. Hence your material doesn't look like metal right now...You need to increase that to the 0.9 to 1.0 range.
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Old 12-09-2006, 03:13 PM   #5
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Your "Custom Feflectivity Function" is also incorrect, because
all materials are more reflective viewed from a smaller angle.
So the value "90 deg refl." must be higher.
Another solution to achieve this grainy look is to set the "Glossy Samples" value lower I think.
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Old 12-09-2006, 04:11 PM   #6
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okay, i believe things are getting more clear to me: i though the normal reflectivity value has no function since there is a BRDF rollout anyway.


anyway here is another update: i think it looks better now. maybe I'll have to fine tune the reflectivity sampling rate.

Last edited by thengineer : 12-10-2006 at 03:23 AM.
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Old 12-09-2006, 04:12 PM   #7
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Good eye! I didn't even think to look at his brdf curves since I didn't mention changing those in my first reply to him.
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