gnarlycranium
01-11-2003, 10:49 AM
I have been attempting to make a gun in MAX 4.2. It will be in a scene with raytraced reflections, and it will be a very close up shot. Making the right material is proving to be much more difficult than I was expecting. I've gotten about as far as I can on my own... I'm probably way off track-- I could really use some help!
The difficulty that I am having is that the specular highlights on metal tend to follow the scratches in the surface... and those scratches are in all different directions at once, showing up depending on their orientation to the highlight. I am not trying to make a metal that is brushed in just one direction, but several all at once. If you look closely at a metal surface that comes into contact with things often enough to not be mirror-smooth, you'll find that the highlight tends to have a radial sort of aspect to it. http://www.logrhythms.com/Leah/GMhighlight.jpg
I have yet to find any method of simulating this.
I don't think anistropy or other such specular effects will help, so I'm trying bump mapping. I have used a Mix map to blend two procedural Noise maps together, one stretched horizontally, the other vertically. It's a start towards what I want, but I think I still have a long way to go.
Here's a test, on some random object. There is no scene environment, so I've just slapped the good ol Lakerem bitmap on it for now. If you guys can recommend other ways of displaying the material, go ahead!
http://www.logrhythms.com/Leah/GMtest01.jpg
Raytrace material (Fast Adaptive antialiasing on)
Blinn shader
Diffuse Color Value 40
Specular Level 200
Glossiness 40
Bump 10
The difficulty that I am having is that the specular highlights on metal tend to follow the scratches in the surface... and those scratches are in all different directions at once, showing up depending on their orientation to the highlight. I am not trying to make a metal that is brushed in just one direction, but several all at once. If you look closely at a metal surface that comes into contact with things often enough to not be mirror-smooth, you'll find that the highlight tends to have a radial sort of aspect to it. http://www.logrhythms.com/Leah/GMhighlight.jpg
I have yet to find any method of simulating this.
I don't think anistropy or other such specular effects will help, so I'm trying bump mapping. I have used a Mix map to blend two procedural Noise maps together, one stretched horizontally, the other vertically. It's a start towards what I want, but I think I still have a long way to go.
Here's a test, on some random object. There is no scene environment, so I've just slapped the good ol Lakerem bitmap on it for now. If you guys can recommend other ways of displaying the material, go ahead!
http://www.logrhythms.com/Leah/GMtest01.jpg
Raytrace material (Fast Adaptive antialiasing on)
Blinn shader
Diffuse Color Value 40
Specular Level 200
Glossiness 40
Bump 10
