Hard time with Brush Metal


I’m having a very hard time with brush metal… I am using A&D material custom settings, I am trying to match this type of brush metal.

My image keeps on looking like glass.

I have looked at http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm
And Pete Draper approach but its still not the same result. Is my scene to empty. i have a hdr map I’m not to sure where I went wrong.


Make sure your lighting is setup correctly, rendering metal requires a good lighting setup and stuff for the metal to reflect. As for the brushed look, make sure your mapping is set for the brush lines to go the right directions and adjust the glossiness of the metal.


i added some objects



you want to turn your glossiness value way down You have it set to .99, whereas it should be at about .6 (look at how blurred the reflections are in your ref image) Your bump map will also play a part in distorting the reflections.
Also, try setting your fresnel IOR to about 12.

You will also get much better results using area lights rather than legacy(spotlights) lighting.


Thank you all for the feedback! Musashidan you spoke of area lights are you referring omni lights or photometric free area light?

Thanks Again


In MR it would be rectangular photometric lights or light portals.


Here is an update:

The black lines on the glass have a hard time removing them. I turn down my refraction. I find it slows down render time. plus this image took a while to render 33mins not good. i still have a long way to go.


Yes, make sure you’re using photometric lights, and that you have correct gamma, and that your model is the correct scale.

Also, your background is reflecting wrong, I’m guessing you’re just using a photo as your background, if it gets used that way it will look like the reflections are making the model appear transparent, if you want it to look correct you need to use a spherical map as reflection (you can override the environment background with the environment slot in your material, or use an environment background switcher).


33 minutes for a simple scene with basic geo and materials is way too long. What machine are you rendering on?

As darthviper suggested, make sure you are utilising a linear workflow for the best results. Physical lights(photometric/light portals) Physical materials(A&D) and MR photographic exposure control.

And yes, refraction does add to render time but it is best to leave the refraction bounces to at least enough to give realistic results. So, if your glass is solid geometry then the light has to have a high enough refraction setting to pass through the surface of the glass as many times as it needs to in the calculation, or else you will encounter artifacts.

The example below shows light refracting through a glass, reflecting of a mirror surface, and refracting back through the glass again.


Thank you all for the feedback:


How would i check for gamma?
The size of the display is 4ft 1inch
in max I setup the System unit Setup to feet with decimal Inches
I changed the display size to match 4ft 1inch. In max it reads 4’0.875". I hope this is ok
Also the image doesn’t look right? it looks like the display is falling off, due to camera adjustment.
I’m using 3d max 9, are there work a rounds?



One thing I think people forget to do quite often is using a map for anisotropic rotations. Much brushed metal has a look like this (pots and pans, stereo knobs, etc) and it’s fast and easy to setup.

Examples: https://www.google.com/search?q=anisotropic+map&client=firefox-a&hs=LHj&rls=org.mozilla:en-US:official&tbm=isch&tbo=u&source=univ&sa=X&ei=dzcqUr39DeTWiALTtIH4Dg&ved=0CD4QsAQ&biw=1680&bih=878

Once I started doing this I jumped a few levels in the realism of my renders.



I think i made progress…:wip:


You have made progress but your bump is too high. It should be much more subtle and only really noticeable in its effect on the reflections.




You really made step forward!
Goahead w/just LITLLE blure more for steel,try it…
It looks cool!


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