View Full Version : Working on Iron Man Silver shader
InfoManiac 06-09-2008, 12:34 PM Hello everyone,
I'm working on an Iron Man suit project. I'm running in some trouble trying to achieve the correct silver shader for the Mark II suit. Take a look at the images I've attached.
I'm very happy with the reflections and everything, but see how the colors aren't very smooth? I don't know how to explain it...it's almost like I've applied a texture to the suit, but there's no texture at all !
I'm using a Mentalray DGS shader with almost black diffuse (.06) , high glossy (.86), specular on (0.65) and very low Shiny (1.652). Everything else at defaults.
Lighting on the attachment renders were done with FG + Image Based Lighting only.
Any help getting rid of that blotchiness?
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noouch
06-09-2008, 12:41 PM
The problem seems to be your reflection environment. Try a cleaner looking one...
InfoManiac
06-09-2008, 02:18 PM
Humm... the map is pretty simple. Just black with a few white hexagons, squares and stuff like that :hmm:. What else could it be??Seems to be really something related to the shader (maybe render settings?)
hakanpersson
06-09-2008, 04:35 PM
Seems to be really something related to the shader (maybe render settings?)
aagh. I dont want to be like "that"... but why ask a question you can answer yourself in a matter of seconds. Apply a blinnshader and render!
And yes it could be something with the shader, perhaps something related to glossy reflections and low sample rate. But then I have never used the dsg material. I rather stick too mia_material.
Good stuff about mia_material and blurred reflections, http://mentalraytips.blogspot.com/2007/11/more-hidden-gems-miaenvblur-gloss.html#links
InfoManiac
06-09-2008, 09:34 PM
aagh. I dont want to be like "that"... but why ask a question you can answer yourself in a matter of seconds. Apply a blinnshader and render!
And yes it could be something with the shader, perhaps something related to glossy reflections and low sample rate. But then I have never used the dsg material. I rather stick too mia_material.
Good stuff about mia_material and blurred reflections, http://mentalraytips.blogspot.com/2007/11/more-hidden-gems-miaenvblur-gloss.html#links
Well... thing is that I really liked the general reflection and color of the DGS shader. If it didn't get spotty like this, it would be perfect. I really don't know how to solve this, so that's why I asked here.
Anyway.... thanks for your mia_mat suggestion. I'll look into it. I'll see about that sample later as well.
InfoManiac
06-11-2008, 03:50 AM
Ok, this is the result with mia-material. I´m very happy with it. What do you thiink?
http://www.youtube.com/watch?v=-IeN0jVMH5k
hakanpersson
06-11-2008, 09:06 AM
I havent seen the movie, so none of my comments necessary needs to be in the right direction.
I dont like the reflection very well, perhaps its the enviroment map that doenst look good. Maybe you could try to pass in a mia_bump_flakes or something similiar into the bump slot, to slightly break up the surface.
And if are using maya 2008, I think the mia_material_x supports enviroment ambient occlusion in the material node. Which can be used for metal materials (described somewhere in the help I think).
Metal material also tend too look much better if you can vary the levels of glossiness too(stains etc) aswell as many pieces of the suit would have anistrophic reflections because of the method you would logically have used to create it in RL.. ah as you probably notices theres a whole science of metal:)
It looks good, but there is space for improvements;)
InfoManiac
06-11-2008, 10:24 AM
Humm...thanks for your suggestions. I'm on Maya 8.5
My experience with anisotropic reflectivity isn't very good (I never got one to look like great metal :/), but I'll look into it.
For anyone else reading this thread, if you're going to watch the Youtube link I've posted, make sure to click on "Watch on high quality" !
SanjayChand
06-11-2008, 09:50 PM
You need a linearized HDRI for reflections.
You might in-fact have many reflection passes, one of spec, one of reflected light from the linearized HDRI, and also some kind of facing-ratio reflection pass that bases the amount of reflection from the distance of the model to the camera as well as one that only reflects at the edges and one that only reflects at the center of the geometry.
You should also add some scratches to your reflection map and other break-up.
phix314
06-16-2008, 06:15 PM
I think its the fact you're using non-black glossy. The thing with the DGS is it has fixed sampling, and relies on your render settings, so you'd have to really bump up your antialiasing settings to get rid of anything like that. I'd say use the DGS without any gloss, or use the mia with higher samples.
saks27
06-18-2008, 05:24 PM
yeah I agree with phix314.
The glossy reflections are a pain int he but because of the sampling.
the other thing is that generally your Diff Gloss Spec shoud add up to 1 or less to be physically correct. as in diffuse .1; Glossy .5; Specular .4
correct me if I'm wrong. :)
InfoManiac
06-18-2008, 08:38 PM
Thanks for your tips.
I gave up the DGS material... so, what did you guys think about the mia I'm using?? Any suggestion on improving it?
Thanks !
phix314
06-18-2008, 09:43 PM
Was there supposed to be an attachment there...? ;)
InfoManiac
06-23-2008, 12:44 PM
http://www.youtube.com/watch?v=sjbuCGm3lus
Stopped working on the silver for a while :P
Full iron man in an environment. What do you think?
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