View Full Version : Gently Reflective Plastic Surfaces
bedrock 01-27-2004, 08:56 PM I saw this image posted once somewhere and I'm wondering if anyone knows any techniques for achieving a similar surface quality.
Also, if anyone has any tips about reflection cards (you can see one reflected in that surface.... im just looking for pointers on getting that reaaallly nice super clean mechanical surface texture...
thanks!
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EricChadwick
01-29-2004, 04:20 PM
The way I'd do it...
Raytracing shader for the reflection, lower percentage contribution. No bump map, or else very clean bump. Quad cards arranged around the object, using a fully-emissive white material, with the rendering status setup to be invisible to the camera.
Here are some tips about reflections, from a traditional photographer.
http://www.arsmachina.com/photography.htm
Info about CG reflections from Neil Blevins.
http://www.neilblevins.com/cg_education/metal_and_refs/metal_and_refs.htm
soulburn3d
02-03-2004, 06:35 AM
I'd also suggest checking...
http://www.neilblevins.com/cg_education/glass_chrome_pottery/glass_chrome_pottery.htm
The pottery shader is pretty much what you want, even if you don't use brazil you can take a look at the file (if you have max) and get some ideas.
- Neil
Looks to me like a sky dome rendering with an environment map on the surface.
Ian Jones
02-03-2004, 02:03 PM
Just for a different point of view, I actually think that this is more than just white cards. When I look closely at the surface I think I can see that this object has been placed in a simple box room with one (or more) walls made to emit. This is something I do when making test renders, because it is quick and is great for bouncing those indirect rays around. Anyway... just my 2 cents.
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