View Full Version : rim material with brazil
guillaume 08-03-2003, 09:43 PM il whould like to create a realistic material for the rims of my ferrari enzo.
i used a hrdi map in the environnement slot and in the skylight.
the result is not correct
does someone has a solution ?
thanks
http://www.guillaume3d.com/galeries/hr/enzo_face.jpg
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Khepri
08-03-2003, 11:32 PM
create a brazil test mat, and put a fallof material in the reflect slot, set it to fresnel and increase the IOR so that you have near 100% reflectivity.
now add a noisemap(set to 0.05(or even smaller) to the bumpmap slot.
render
hope this helped any
ior dosent do anything unless your object is transparent.
and i wouldnt reccomend a standard noise for the bump, most likely you would want a series of very thin circles to get anisotropic highlights
also i would reccomend you dont use that texture for the ground, it is very noticible that it tiles
Khepri
08-04-2003, 01:36 PM
ior dosent do anything unless your object is transparent.
when your using the falloff map fresnel function IOR DOES do alot(increase decrease the fresnel funtion and thereby increasing/decreasing reflectivity).
and I WOULD reccomend the standard noisemap because at this scale you wont notice the anisotropic reflection/highlights.
and what are these thin circles your talking about? :surprised
cheers
Nosalis
08-04-2003, 03:02 PM
As I think , the IOR is Index of reflection, so it changes a material, but I wouldn`t say, that is set up how much it reflects. Colors do the reflection amount. IOR only setups how "fast" the reflections fall off :)
Aearon
08-04-2003, 04:06 PM
As I think , the IOR is Index of reflection, so it changes a material, but I wouldn`t say, that is set up how much it reflects. Colors do the reflection amount. IOR only setups how "fast" the reflections fall off
the new definition of nitpicking :thumbsup:
guillaume
08-04-2003, 04:33 PM
it's not the indice of refraction ?
i never heared about an indice of reflexion but may be i mistake
drewbie
08-04-2003, 06:14 PM
Sorry guys, but reflection is calculated with the fresnel formula using a complex index of refraction.
Check table 4.1 on this page for some values used on certain metals:
http://www.crosslight.com/manuals/apsysman/node41.html
funchski
08-05-2003, 04:17 PM
This is based on my experience with the BRAZIL test/standard mat, and a long time of following GHOST/BRAZIL since its inception.
I think that the new BRAZIL ADVANCED mat behaves a little differently.
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In BRAZIL, when you put a FALLOFF (fresnel) map in the reflection slot, altering the IOR DOES directly affect the level of reflection.
The default setting of 1.55 will give a light reflection, whereas a setting of 10 will be almost totally reflective ( kinda chrome ).
I'm not sure if the raytrace material that ships with MAX behaves in the same way, but this is how it works in BRAZIL.
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To add variation, you could add a small NOISE map to the bump channel, with a low multiplier 4-10 ( as mentioned by KHEPRI ), and perhaps a MASK map for the reflection channel. Try using the same NOISE map as for the bump channel, or maybe CELLULAR.
Mark
guillaume
08-05-2003, 05:12 PM
sorry for my very poor english !
i thank all of you for helping me
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