View Full Version : Shader problem/mental ray

11 November 2012, 06:38 AM
Hi, im trying to achieve kind of ceramic white shader, like EVE from wall-e, but i keep having a color absortion in maya, when i render with a hdri with some color, or even a floor with color my material, since is quite reflective, is reflecting so much that actually changes color, instead of keeping the "white appearence" that EVE from wall-e keeps, my reference:

but when i try i cant keep the "white appearence" =/
and btw, in using mia_material_x and 3 area lights with portal_lights and a IBL, PLEASE HELP!

11 November 2012, 08:56 AM
That's because mia_x shader follows physically correct energy conservation laws. Diffuse + reflection will always equal 1. So if your material is 100% reflective it will be 0% diffuse. 50% reflective: 50% diffuse. And so on.
Also, the Eve-bot's material has very blurred/glossy reflections and a fresnel falloff.

11 November 2012, 02:37 AM
@musashidan thanks for reply! yeah that was the thing i though too, but even when i put 0% reflectivity, i cant keep the "white appearence"

and i want to achieve somenthing similar to this:

11 November 2012, 06:16 AM
Hmmm... this is an interesting problem as white will usually reflect the colours of its surroundings. Maybe a solution is to render the white things out in a separate layer and crank down the saturation in a compositing program.

11 November 2012, 10:29 AM

I think this one is really nice for the under lying white. What you should do next is render this ball out as complete reflective surface with fresnel and comp it over this and try out different blend modes until you find something you like. You could add a little glow effect to the underlying color if you like.

11 November 2012, 03:48 PM
Some of that color on your sphere is coming from final gathering; maybe crank down the final gather cast override on the pink surface? That should help you keep your white surface white without as much color "bleed" from particular surfaces. I dont have maya up right now but I think there might also be a final gather receive override for geometry?

11 November 2012, 07:17 PM
Yeah much of the color is coming from the final gathering and since you are you are using this color in the floor, this HDRI with so much variation in the color it will be difficult to achieve something similar to your reference that has only the blue walls... also don't use 100% white in the diffuse color.

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11 November 2012, 07:17 PM
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