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littledevil
11-05-2002, 09:56 PM
Hellya, I#m trying to creat digital silk and I'm failing
*BOOM* :hmm:

Is silk a BRSDF effect ? Backlightning ? Whats the scret behind
phtorealistic silk ? :bounce:

I wannna know it *heeeeeeeeeeeeelp :wip: :wip: :wip:

*grrrrrrrrrrrr*

-scene information-
wanna warp a band of silk around a hat, got the mesh, but can't get a satisfying silk material....... using Cinema 4D XL 7.3
-snip-

Happy rendering,
Ferdinand

Artic
11-06-2002, 09:44 AM
Here's a tutorial on how to make a silk material in Max. Haven't tried it, so don't know how good it is. But it might help you on your way.

http://www.the3dstudio.com/tutorials.asp?id=122

leigh
11-06-2002, 09:52 AM
Have you tried using incidence angles? :)

Using gradients with incidence angles should create the effect of silk - ie. the effect of the variation of colours around folds and things.

I haven't really used C4D, but I'm sure there must be a gradient/ramp option that can do this ;)

littledevil
11-06-2002, 02:38 PM
It was a long night, but i got it........

Yeah the trick are rampshaders in oren nayar material with ansiotropic highlights...

and i added a brsdf fake shader in the LumChan.......

leigh
11-06-2002, 03:59 PM
Excellent :thumbsup:

Post a render, I'd love to see how it came out :)

littledevil
11-06-2002, 07:02 PM
Here is the material test render :

http://home.t-online.de/home/Ferdinand.Hoppe/Pics/Misc/Seide.jpg

All matreials in this scene are procedural exept a small (25*100)
environmentmap for the silk.(WIP)

Silk is a OrenNayar shader with:

- 3 Highlights : a very soft one covering 75% of obj. surface
a mid one covering 25%
a hard one covering 5%

all highlights have somooth 100% falloffs, have no blooming
and are anisotropic highlights.

- In the LumChannel is a brsdf fake shader(ChanLumby Naam)
multiplied with a fresnel ramp shader

- a ultra fine noise is added with +5% in the bumpchannel
- a 25*100px b/w environment map is aplied

maybe i'l add a slight tubulence to the colourchannel

Happy rendering,
Ferdinand

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