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longrayjohnson
06-24-2010, 04:44 AM
hi,

anyone tips for creating realistic leather shader ?

Hamburger
06-25-2010, 01:22 AM
Try something like this:

// requires maya "2011";
startAttrPreset( "VRayMtl" );
blendAttr "reflectionsMaxDepth" 2;
blendAttr "refractionsMaxDepth" 5;
blendAttr "diffuseColorR" 0.2349999994;
blendAttr "diffuseColorG" 0.2349999994;
blendAttr "diffuseColorB" 0.2349999994;
blendAttr "diffuseColorAmount" 1;
blendAttr "roughnessAmount" 0;
blendAttr "colorR" 0.5;
blendAttr "colorG" 0.5;
blendAttr "colorB" 0.5;
blendAttr "transparencyR" 0;
blendAttr "transparencyG" 0;
blendAttr "transparencyB" 0;
blendAttr "reflectionColorR" 0.6611599922;
blendAttr "reflectionColorG" 0.6611599922;
blendAttr "reflectionColorB" 0.6611599922;
blendAttr "reflectionColorAmount" 0.1000000015;
blendAttr "reflectionExitColorR" 0;
blendAttr "reflectionExitColorG" 0;
blendAttr "reflectionExitColorB" 0;
blendAttr "hilightGlossinessLock" 1;
blendAttr "hilightGlossiness" 1;
blendAttr "reflectionGlossiness" 0.7599999905;
blendAttr "reflectionSubdivs" 12;
blendAttr "useFresnel" 1;
blendAttr "lockFresnelIORToRefractionIOR" 0;
blendAttr "fresnelIOR" 14;
blendAttr "reflectOnBackSide" 0;
blendAttr "softenEdge" 0;
blendAttr "anisotropy" 0;
blendAttr "anisotropyRotation" 0;
blendAttr "refractionColorR" 0;
blendAttr "refractionColorG" 0;
blendAttr "refractionColorB" 0;
blendAttr "refractionColorAmount" 1;
blendAttr "refractionExitColorR" 0;
blendAttr "refractionExitColorG" 0;
blendAttr "refractionExitColorB" 0;
blendAttr "refractionExitColorOn" 0;
blendAttr "refractionGlossiness" 1;
blendAttr "refractionSubdivs" 8;
blendAttr "refractionIOR" 1.600000024;
blendAttr "fogColorR" 1;
blendAttr "fogColorG" 1;
blendAttr "fogColorB" 1;
blendAttr "fogMult" 1;
blendAttr "fogBias" 0;
blendAttr "affectShadows" 0;
blendAttr "affectAlpha" 0;
blendAttr "traceReflections" 1;
blendAttr "traceRefractions" 1;
blendAttr "cutoffThreshold" 0.009999999776;
blendAttr "brdfType" 1;
blendAttr "bumpMapType" 0;
blendAttr "bumpMapR" 0.2561999857;
blendAttr "bumpMapG" 0.2561999857;
blendAttr "bumpMapB" 0.2561999857;
blendAttr "bumpMult" 0.05999999866;
blendAttr "bumpShadows" 0;
blendAttr "sssOn" 0;
blendAttr "translucencyColorR" 1;
blendAttr "translucencyColorG" 1;
blendAttr "translucencyColorB" 1;
blendAttr "thickness" 1000000000;
blendAttr "scatterCoeff" 0;
blendAttr "scatterDir" 1;
blendAttr "scatterLevels" 1;
blendAttr "scatterSubdivs" 8;
blendAttr "sssEnvironment" 0;
blendAttr "opacityMapR" 1;
blendAttr "opacityMapG" 1;
blendAttr "opacityMapB" 1;
blendAttr "useIrradianceMap" 1;
blendAttr "swatchAutoUpdate" 1;
blendAttr "swatchAlwaysRender" 0;
blendAttr "swatchExplicitUpdate" 0;
blendAttr "swatchMaxRes" 64;
endAttrPreset();


But put a leather procedural texture into the reflection colour, bump and diffuse slots.

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