View Full Version : Mi_CarPaint Flake help
Reed5point0 04-10-2008, 07:39 PM I got a buddy modeling a lowrider for me to practice my shading/lighting, and I am trying to get ahead of myself and make some materials for it. I am just barely getting into Mental Ray Lighting and Shading
, and need some serious help getting a "Sparkle" to my paint shader.
Here is an image for the look I kinda want.
http://www.paintwithpearl.com/Pearls/userspics/capricefirered.jpg
Here is an image of what I got so far. Thanks to Georges NAKHLE and Martin ZIMMERMANN for the scene they provided to test materials. I love this thing.
http://img85.imageshack.us/img85/5002/paintcgtxs9.jpg
And here is a quick grab of my Paint Shader:
http://img80.imageshack.us/img80/6485/mipaintbe8.png
If anyone has created this effect before and could point me in some sort of direction I would really appreciate it. Thanks in advance! Reed Culver.
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ruddiger52
04-10-2008, 08:25 PM
One thing to keep in mind is that when you render increase your max sample level to at least three. Put your color contrast to around .020. and try Mitchell or Lancoz for your filter. Otherwise the flakes look muddy and huge
asche
04-11-2008, 10:50 AM
make the "strength" way higher ... 1 would be best, this makes the flakes look more "scattered"
also increase the size
0.08 looks like it could work (combined with 0/2 AA-settings and 0.05 contrast)
if you use an hdri to light the car the "reflect" will help
Reed5point0
04-11-2008, 03:19 PM
Thanks for the replys everyone! I usualy use the Mitchell filter on my renders I have uped it to 4 on its samples. the AA settings are now at 3, and I changed the flake size to .08 and they were pretty big, but this image shows it at .06 now. It looks good but kinda big now, but ill see what everyone else thinks about it. I also added an Occlusion pass for fun. The only thing I cant get right is the "Sparkle" look the flake is now there but I want it to bling a little.
http://img138.imageshack.us/img138/9078/candypaintupdatelo6.jpg
ramboE
04-11-2008, 05:01 PM
You should try to turn the flake reflect up and make sure that there is some thing for the flakes to reflect Like a White card or a Hdri or if yo uare using a mr area light make sure it is visable.
Rambo
Bitter
04-12-2008, 03:41 AM
Keep in mind that flake size is relative to the transform node. Scaling the object and freezing transformations alters the flake size. Example: scaling an object down once you get the flakes right and freezing transforms pops them back up larger. So keep that in mind when creating or animating the object.
Reed5point0
04-12-2008, 05:00 PM
Wow I had no idea about that. Thats good to know.
ghostlake114
04-13-2008, 01:06 PM
I should advice u to test with a true setting, true object rather than a "sphere" test like this.
In the world of physical shader, the fact, default setting is TRUE, or work correctly. The matter live in 2 thing
1. Type of object. More curve, more reflect, affect fresnel, brdf, ... many thing....
2. Lighting: what to refect? what is lighting the object
So some kind of sphere test like this, hardly show the fully function of the car_pain, because, have u seen any car paint plate that share the same object like your "snake" object ,lolz
Reed5point0
04-17-2008, 07:28 PM
been kinda busy but heres a newer render on a 1950 Merc. This isnt the car its going on but I hear you on the "Snake" object lol.
http://img228.imageshack.us/img228/1650/mercyq8.jpg
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