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sick_azz_3D
04-26-2002, 12:14 PM
well i want to know whats a good way to get that metalic car paint look? the one with little flakes.

Ls3D
04-27-2002, 01:56 AM
That would be one tough shader! Mental ray might get you started, but I suspect some custom code would be required.
Is this not sub-surface light scattering?

I heard they spent a month on the sphere shader, you know the one in the movie Sphere. How commited are you...

Guess you probably have already tried falloff shaders/mask and raytrace/noise techniques with little hope of getting that metallic car paint look.

There are some good car modelers up here, hopefully they will be more optimistic and helpful! Best o luck.

-Shea
www.Ls3D.com

doug_
04-28-2002, 07:39 PM
I dont know if this is any help but i worked on this 'cos i've been doing a lot of texture work recently, have a look at the image and let me know if you want the file.:)

doug_
04-28-2002, 07:41 PM
also... (forgot this bit :) ) i'm not sure if it will change colour as it moves... it should but it's a pretty complex (slow) effect and i didn't/don't have the time to test it.. but it <i>should</i> work..

rendermonkey23
04-29-2002, 03:08 AM
What prog are you using. If Maya... Head on over to Highend3D (http://www.highend3d.com/maya/shaders) and grab there Car Metallic Paint v2.0 [RayTrace fix] (very nice) and look how it's put together. Very nice shader.

If your not using maya let me know and I'll post something... :)

sick_azz_3D
04-29-2002, 09:18 AM
well im still working on it with no luck.

doug_ cool send the file to mrsicko@yahoo.com ill see if its want i was looking for.


rendermonkey23 well im using 3ds max 4.2 and if you have another technique i would appreciate it.

Knut
04-29-2002, 04:56 PM
Hi

If you think the attached sample looks ok, i could make a small tutorial on how to make it.

sick_azz_3D
04-30-2002, 01:35 AM
yeah that shader looks awsome. if it aint to much trouble go ahead and make the tutorial. I really appreciate it.

Knut
04-30-2002, 03:51 AM
Well i actually made a tutorial on the subject:

http://www.cgtalk.com/showthread.php?s=&threadid=6980

Hope you will benefit from it!

malleus_46
04-30-2002, 08:16 AM
Nice tutorial Knut!
If i may add:
You've also gotta remember that a bitmap has a 0-255 range of brightness. Real world environments have a brightness range that's more like 0-9999999 (ok there are real scientific scales but there's no need to bother with them). The 0-255 range will give you really dull reflections at the center of the object, even if the environment map is of an incredibly bright sky.

So for better environment reflection try this:
1: take your reflection map into photoshop, turn it to grayscale, and run it through levels so that most of the image is black but the brightest bits are still white. call this image 'whatever_multiplier'.

2:grab your environment bitmap in max and put it in an RGB multiply.
3:Put 'whatever_multiplier' in the second slot of the RGB multiplier.
4: goes really dark right? change the settings in 'whatever_multiplier' like this: RGB offset = 1, RGB level = 10. It should look completely white if you turn show end result off.

Now the black bits (rgb 0) of your multiplier image are white
(rgb 1) cause it's been offset. the small white areas of the multiplier (rgb 1) are now really bright (rgb 11) cause the the values have been multiplied by 10, then offset.

Ok, done.
Sooo...your reflection map is being multiplied by 1 (no change)where the multiplier image is black, and 11 where it's white.

If you pipe this brightened map into the fresnel falloff, you'll still get the very bright parts of the environment map showing up in the center of the shader ball.

hmm, maybe i should post images? :shrug:

Knut
04-30-2002, 02:50 PM
malleus_46: Thanks man!

I'm doing some test now to see how your method functions. I'll add a step to the tutorial when i get to a nice solution. I tried yout settings, but it seemed to be too much contrast. I Guess it depends on what images one are using as reflectionmap.

Knut

fred_bock
04-30-2002, 03:25 PM
very very good folks!!!! thx.. but..

what would you do if the car run into mud ?? how you can symulate the mud around the wheels??:hmm:

Logirithmic
05-01-2002, 02:00 AM
Well, I'm a bit late.

Anyway, here's an alternative to Knut's excellent method.

http://www.lizardo.net/images/3DSMAX/MetalicPaint_01.jpg
http://www.lizardo.net/images/3DSMAX/MetalicPaintCloseUp_01.jpg
http://www.lizardo.net/images/3DSMAX/MetalicPaintKnot_01.jpg

Here's my Matalic Paint Material File (http://www.lizardo.net/images/3DSMAX/Metalic%20Paint.zip).
Just unzip it into your matlibs directory.

In order for this to work you'll need Blur's Highligh Only Material (http://www.blur.com/blurbeta/Beta/Max/HighlightOnly/HighlightOnly.zip), and don't
forget Blur's Library (http://www.blur.com/blurbeta/Beta/Max/blurlib/blurlib.zip) file. Put both of these into your plugin directory.


Basic Settings (you'll need to tweak to get the effect you want)

Basic Material = Shellac

Shallac Base Material = Standard
-Ambient & Diffuse = 5,77,0 (Change for the color you want)
-Specular Level = 200
-Glossiness = 90
-Soften = 0.1
-Maps:
--Specular Level = Noise
--- Tiling = 200, 200, 200
--- Size = 7
--Reflection = Falloff (set at about 30) <- Change this from 100 if you use my material)
---Fresnel
-----IOR = 2.0 (or just uncheck the box)

Shellac Meterial = HighlightOnly (From Blur Studios)
-Spec = Noise
--Noise Type = Turbulance
--Tiling = 200, 200, 200
--Size = 25

Shallac Color Blend = 90

I hope this is of use to somebody.

Ls3D
05-01-2002, 03:48 AM
Nice one Logi!

-Shea

:thumbsup:

Logirithmic
05-01-2002, 11:27 AM
Thanks!

I going to work on it a bit more. I'm going to try to get that nice glossiness of Knut's material.

Logirithmic
05-01-2002, 01:28 PM
I changed the map in the reflection slot from falloff to reflect/refract and got this...

http://www.lizardo.net/images/3DSMAX/Met_paint_02.jpg


I learned the basics of this material form a post over at www.mafforums.org from someone named "Tbonz." Just wanted to give credit where it was due.

Marcel
05-01-2002, 04:15 PM
I really miss the falloff map in the last image, it made it look good!

You can still use the falloff, but place the refract/reflect map inside the falloff map. That way you have a reflection that is more pronounced at the edges of the sphere.

(Just think of a pool of water, you can look to the bottom if you look directly down upon it, but you only see the reflection if your view is more parallel to the surface.)

Marcel

3DMadness
05-01-2002, 09:28 PM
Yeah, this material is really great! :)
I did it: put a falloff in the reflection with two raytrace maps, the side one at 100 and the front one with 50, like this:
http://www.3dmadness.hpg.com.br/falloff.jpg
I also add a noise map on the Specular Leve 2, this is the result in a simple scene:
http://www.3dmadness.hpg.com.br/render.jpg
The final material is this:
http://www.3dmadness.hpg.com.br/material_raytrace.jpg
Cheers! :beer:

Flávio

Logirithmic
05-02-2002, 01:10 AM
For this Brazil r/s version I used tha same material (shellac),
but instead of a standard material in slot 1, I used the Brazil Test Mtl and I stuck a falloff map in it's reflection slot.

I really like the fact that it reflects other objects in the scene.
It would probably look excellent in an HDRI enviroment.

(The teal color is too bright)

http://www.lizardo.net/images/3DSMAX/Brazil_Met_Paint_01.jpg

I'm now going to try to recreate this quality using Max's standard
material and the Scanline renderer.

Logirithmic
05-02-2002, 03:40 AM
This is it. I'm done.

http://www.lizardo.net/images/3DSMAX/Met_Paint_Final.jpg


Here's my Matalic Paint Material (http://www.lizardo.net/images/3DSMAX/Metalic%20Paint.mat).


In order for this to work you'll need Blur's Highligh Only Material (http://www.blur.com/blurbeta/Beta/Max/HighlightOnly/HighlightOnly.zip), and don't
forget Blur's Library (http://www.blur.com/blurbeta/Beta/Max/blurlib/blurlib.zip) file. Put both of these into your plugin directory.


Basic Settings

Basic Material = Shellac

Shellac Material Slot 1 = Standard
-Ambient & Diffuse = 5,77,0 (Change for the color you want)
-Specular Level = 200
-Glossiness = 90
-Soften = 0.1
-Maps:
--Specular Level = Noise
--- Tiling = 200, 200, 200
--- Size = 7
--Reflection = Falloff
---Fresnel
-----Front = 50 with a Reflect / Refract map
-----Side = 100 with a Reflect / Refract map
-----IOR = 1.6

Shellac Meterial Slot 2 = HighlightOnly (From Blur Studios)
-Spec = Noise
--Noise Type = Turbulance
--Tiling = 200, 200, 200
--Size = 25

Shellac Color Blend = 90

Thanks for the suggestions and ideas!

Knut
05-03-2002, 02:22 AM
I've just posted a small update on my material to add the graininess (metal flakes) displayed in the post by Logirithmic.
It has been fun doing this on a forum. Trial and error makes everybody a better artist.

:applause:

Logirithmic
05-03-2002, 11:50 PM
Made a couple minor adjustments. Highlighted below:

Basic Settings

Basic Material = Shellac

Shellac Material Slot 1 = Standard
-Ambient & Diffuse = 5,77,0 (Change for the color you want)
-Specular Level = 200
-Glossiness = 90
-Soften = 0.1
-Maps:
--Specular Level = Noise
--- Tiling = 200, 200, 200
--- Size = 7
--Reflection = Falloff
---Fresnel
-----Front = 25 with a Reflect / Refract map
-----Side = 50 with a Reflect / Refract map
-----IOR = 1.6

Shellac Meterial Slot 2 = HighlightOnly (From Blur Studios)
-Spec = Noise
--Noise Type = Turbulance
--Tiling = 200, 200, 200
--Size = 7

Shellac Color Blend = 90

ToddD
05-06-2002, 07:20 PM
I was just about to reply, but I see LogorithmicJello has got it covered! Thanks for giving me credit Jello, you've tweeked my basic mat into a masterpiece!:thumbsup:

Logirithmic
05-06-2002, 10:22 PM
Your Welcome Tbonz! Thanks for posting the "how to" over at Maxforums. Some folks would of replied with just a "RTFM." but you took the time to explain your mat. :thumbsup:

edaddy
05-07-2002, 05:23 PM
having a map to put on it finally is motivation enough to finish my car :bounce:

i appreciate it guys--- YOU KICK ASS

sick_azz_3D
05-07-2002, 06:38 PM
yeah guys thanks for all this info. great mats! im off to try it on some of my models:buttrock: also thanks Knut for that great tutorial.

shocky
05-11-2002, 06:28 AM
Hmm... how do you offset the rgb multiply maps?

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