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Mizu
05-04-2005, 12:38 PM
hi, i'm making some furniture models and i have a big problem with m,aterials, i cant make the material right for my sofa:/

sample image1 (http://www.kebe.dk/images/2251%20-%20wave%20sofa%20bsize.jpg)

or this kind of material

sample image2 (http://images.google.pl/imgres?imgurl=http://www.resonanceonline.co.za/Sofa-Low-Arm.jpg&imgrefurl=http://www.resonanceonline.co.za/sofa.htm&h=334&w=600&sz=29&tbnid=13CbRA630aQJ:&tbnh=74&tbnw=133&hl=pl&start=20&prev=/images%3Fq%3Dsofa%26hl%3Dpl%26lr%3D%26client%3Dfirefox-a%26rls%3Dorg.mozilla:pl-PL:official_s%26sa%3DG)

i searched all over the web and i didnt found ANY of some good Material tutorials.
if you have some tuts, or have an idea how to make those kinds of materials, please give me a hint:)

thanks

MRKI
05-05-2005, 03:08 PM
I like sample 1. Could You send it to me?
Thanks.

soulburn3d
05-09-2005, 05:45 PM
The specifics of your materials will depend on which 3d package you're using, but here's a few generic hints.

Well, the first material is sort of a felt type material, which primarily looks the way it does from the sheen that appears on the areas not facing the camera. I'd start with a regular lambert or oren nayar shader of some kind, make a very small and fine bump map, then place some sort of facing ratio in a luminosity slot. Basically, you're trying to bring in the white fuzz on faces that are parallel to the camera.

The second is leather which is very shiny. I'd make a very large highlight (both strong and large in size), make sure your diffuse color is very dark, and make sure to get some wrinkles in your object either through geometry, a bump map, or a displacement map. If you're suing a raytracer for final rendering, you may want to consider using real raytraced reflections of some white cards to make those highlights. And maybe a very tiny cellular bump, if you ever get close to one of those couches you'll see a really small speckled pattern.

I'd recommend visiting somewhere that has couhces like this and really look at them, so what visual characteristics they have to make them look the way they do. The translating that into 3d part is much easier if you already understand what you want it to look like.

- Neil

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