View Full Version : Good Metal Material
turby 06-21-2003, 11:07 PM Hi, I'm doing a fiat 500 at a CG course, we're using Alias Studio.
I am not able to obtain a good looking material for the auto body, and so... any advice?
here is my first try...
http://utenti.lycos.it/turbyxxl/prova1.jpg
P.S.
sorry for bad english ... and for ugly background :)
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Play with your specularity, particularly remember that the color of the metal has a bearing on the color of the specular highlights.
Tho if your talking about the chassis of the car remember that it isnt metal per se but its painted/sprayed. You have to be careful what you are refering to, metalic paint will have different propertiles from other types of paints used in the automotive industry.
http://www.teglerizer.com/mgcolors/
http://www.neilblevins.com/cg_education/metal_and_refs/metal_and_refs.htm
and if you want to get really technical :p
http://www.mpi-sb.mpg.de/~karol/papers/EG01Paint.pdf
turby
06-22-2003, 07:54 AM
thanks for reply and links. I was referring to chassis, and already got some reference pictures, but I can't be able to obtain that aspect with the shader panel of studio tools...
In particular I would like to learn how make white highlights with a metallic apparence, I hope the question is clear... :)
This is extactly what I'm looking for:
http://www.teglerizer.com/mgcolors/flame_red.jpg
Now I have, low diffuse, 0 specular value and eccentricity, high reflection and red color.
P.S. Help with glass material would also be great ;)
ivo D
06-23-2003, 02:17 PM
make your mat raytraced.. and put a sky above your car.. or just a white plane..
and but a hdri on your ar.. same as your future surrounding of your car
turby
06-23-2003, 03:34 PM
Little update, the look is improving... I hope...
what do you think about it?
http://utenti.lycos.it/turbyxxl/500cinque.jpg
Barbas
06-23-2003, 06:07 PM
Well now it looks like it's cell shaded...
Try what rebo said play with you specularity reflection and mke sure you've read leigh's texturing tutorials they will really help
turby
06-23-2003, 07:30 PM
Like cel shaded? :( :( :(
Anway I have already read leight's texturing for dummies... As I said before, I set a low diffuse value and an high reflectivity, then I shut down the specular hilights, trying to reproduce them only with reflections, the scene has a spherical environment, as texture I used a photo reproducing sky and mountains.
Where I'm wrong? :(
P.S.
Thank you so much for help!
leigh
06-23-2003, 08:04 PM
Hmmm...
I think you need to add specularity to get some highlights on there along with the reflections. Either do that, or add some more lighting sources to reflect in the paint - perhaps using an HDR environment or something like that even.
Right now, you're trying to get the look of the car in the photo, but you haven't even given your model an environment to reflect! Of course you are not going to get the same look because of this :)
Also, you need to use the Fresnel effect in your reflections, as well as add a reflection map, because your reflections are too even. Just use a subtle reflection map - you don't want the variations to be too harsh.
Another thing you need to do is add a two layer effect to the paint. Car paint isn't just metal - it has a layer of coating over it. I'm not sure how you would do this in your software, but in LW (which is what I use), I would use the BRDF shader to create two levels of specularity - one for the metal, and one for the paint. Because you do not have two levels of reflection/specularity, your paint is looking very flat, as compared to the one in the photo, that has a nice depth to its shine.
By the way, cool choice of car - Fiat 500's are very cool :thumbsup:
turby
06-24-2003, 10:19 AM
Thanks for the tips Leigh!
Tried to implement them... Now there're higher diffuse level and medium specular and glossiness...
Am I going in the right direction?
here is two screens...
http://utenti.lycos.it/turbyxxl/500sei.jpg
http://utenti.lycos.it/turbyxxl/500sei_small.jpg
I still cant see the environment reflected properly in the surface, you sure you set it up correctly?
leigh
06-25-2003, 10:25 PM
Hmmm... no I think that the newer render is worse than the previous ones. It shouldn't be so overblown (the highlights, I mean).
Your reflectivity is also way too high. Try implementing the Fresnel effect - not sure how to do that in Maya though.
turby
06-26-2003, 12:10 PM
To Rebo, yes I do, I think it's well implemented, infact all the reflections you see are produced by environment, maybe I have to change the image I used for env.
To Leigh, I think I can't use fresnel effect, there isn't a specific function to do, moreover the possibility to set a gradient linked to incident angle lacks, or at least I can't find it...
I can play with a "spec. rollover" value, that is defined as "The ability of the surface to reflect its surroundings (the environment, other surfaces), or the Reflection map, if any, when viewed at oblique angles."
Clearcoat seems to be another very interesting group of settings to look at. "The Clearcoat Settings let you control the appearance of surface reflections to simulate various types of surface finish
(for example, automotive paint)."
Anyway no luck for now... :)
Here is last try..
http://utenti.lycos.it/turbyxxl/fiat500copy.jpg
What the best looking surface is?
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