View Full Version : metal surface settings
djjimmy2k2 02-19-2005, 09:32 PM hey. can someone help me by giving me some help with what the surface settings should be for metal. im trying to do a surface for a swords blade but ive made it look like glass instead. any help would be much appreciated.
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FerryvD
02-19-2005, 11:04 PM
why don't you pick one off the shader preset's from lightwave? (in surface editor press "S")
there are quite a few nice materials.
djjimmy2k2
02-20-2005, 01:01 AM
thats great thanks. i had no idea there were surfaces already in lightwave, cheers :thumbsup:
gerardo
02-20-2005, 01:56 AM
Also, pay attention in your environment and reflections settings (fresnel effect) :)
Gerardo
djjimmy2k2
02-20-2005, 02:32 AM
Also, pay attention in your environment and reflections settings (fresnel effect) :)
Gerardo
sorry? what do you mean by "pay attention in your environment and reflections settings (fresnel effect)"?
gerardo
02-20-2005, 05:10 AM
Great part of the success of a realistic metallic surface, depends on the environment that this reflects; almost always (unless is old or rusty metal), is a great percentage of the environment what we see in the surface, and not the surface itself; for this to pay attention in what is reflected and the way it is reflected is very important.
Even some people usually prepare a real environment with surfaces with a lot of brightness by way of windows that are able to provide nice reflections to metallic surfaces; another quicker way (and many times better) is to use HDRIs, for this, exists several ways of using it depending on the scene and the render times that you want to achieve.
The way in that the environment is reflected in the surface is also important and is related with the way in that the light is deviated when it hits sidelong with the surface and how the human eye perceives this (Fresnel Effect); besides the specific properties of the metal according to its conformation (material) use (scratches, oxide, etc) or manufacture (grooves, micro-bumps, etc); these properties can be manifested as soft reflections, caustics, iridescence, etc. is possible also that some of these properties don't have direct relation with reflection channel.
The form in that the mesh flows along the surface is not less important. Personally I prefer to use subpatch objects mainly when a reflecting surface is flat; for some reason the reflections react better with objects that have been modeled with subD surfaces (then you can freeze them if you want). :)
Take a look at this book for better reference:
http://www.amazon.com/exec/obidos/tg/detail/-/1556222858/qid=1108874345/sr=1-4/ref=sr_1_4/002-7704726-8591265?v=glance&s=books
Gerardo
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