View Full Version : brush metal vray material?
mooncry 12-02-2005, 12:37 PM hi guys, do you know where i could find how to make a brushed metal material tutorial? or anyone knows how to make one? thanks so much:)
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Gans022
06-30-2006, 08:43 AM
Hi i can help u with this
Plz mail me ur mail add i will email this to u
bye
mahmoudcg
06-30-2006, 11:09 AM
would you reply here plz and share your approach
whats the discussion for then
andrewjohn81
06-30-2006, 12:09 PM
I totally agree. Please don't us PM, or email in this way. This is the kind of discussion that needs to be on the forum.
PMs and Emails are more for personal things, like sharing information you don't want everyone to know.
If everyone can benefit from something then share it.
We use brushed metal every day here and I'm always looking for a better way to deal with it.
We use anistropy, a grain in the diffuse channel, glossy reflections (although it would be nice to choose how glossy in each direction like you can in final render), use an hdri (we made it here with a garden gazing ball), and I generally put the grain in the reflection channel too and tweak it based on how reflective I want it.
If it's a coated material I stick that into a shellac and add a crisp reflection as well.
BTW, this takes a stupid long time to render.
Also, you'll nearly ALWAYS need to do some "painting with light" on stainless materials to get the look you want. We usually do 2-3 vray lights placed to get the highlights we need. If the stainless is in a full scene, meaning an environment build out of geometry with actual materials applied, then the vray lights aren't always needed.
Hope that helps someone.
If someone has some bettery thoughts then PLEASE share them. So far, that has given us the most consistant result.
soulburn3d
06-30-2006, 04:51 PM
I recently threw some idea together on the subject in this tutorial:
http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm
Although this uses brazil as an example renderer. Some of the theory will carry over though.
- Neil
Bogged
06-30-2006, 07:27 PM
If the stainless is in a full scene, meaning an environment build out of geometry with actual materials applied, then the vray lights aren't always needed.
Well, they sort of are, but that's only because they're probably somewhere else in your scene haha.
soulburn3d: Wow I really liked that tutorial. Most tuts just show the process in one dimension, but I liked it how you approached the task from multiple angles. Good work. I'm gonna try it when I get home today ;).
Cheers
Gerd
andrewjohn81
06-30-2006, 07:55 PM
We've used that method on some smaller items like knobs and handles that needed a close-up.
The downside is that it takes an Huge amount of time to render since so many samples are needed.
I wish microfacets were easier to create/simulate without such a huge blow to render times.
soulburn3d
06-30-2006, 08:18 PM
Wow I really liked that tutorial. Most tuts just show the process in one dimension, but I liked it how you approached the task from multiple angles. Good work. I'm gonna try it when I get home today ;).
Thanks, glad you found it useful. In production, there's almost never a one solution fits all situation, you attack the problem from a different angle depending on what the requirements are of the shot. So I always try to include a bunch of different methods.
- Neil
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