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Advanced Materials
Job finished! But What happened? We have made a good model, worked in the
illumination setup but there is anything sating this is a C.G. picture. Many times
the problem is we want to see the first G.I render and we don't have care of our
materials.
In this tutorial, we will create many basic materials very useful explaining step by
step what to do. This materials are plastic, wood, chromed metal, glass,
metallic paint, water and velvet.
We will use VRay, but this tutorial can be followed by another render engine
users, as finalRender, Brazil or MentalRay.
To get advanced of this tutorial, we must know many concepts:
• Color : chromatic shade of an object. We can use a only color, or a
bitmap.
• Specular highlights : bounce of the light come from a luminous emitter.
The rougher (surface) the refracter (light over it). The most used are the
Blinn (plastic, wood, almost every material), Anisotropic (CDs, or similar)
and Multi-Layer (more attractive).
• Opacity : level of transparency of an object. It can be configured with a
value (%) or with a bitmap.
• Reflexion : feature of many object to reflect the light. It can be set up with
a percentage, and the glossiness.
• Refraction : feature of the transparent materials or translucent to change
the trajectory of the photons which pass through it, distorting the image
seen through them. The amount of variation of the trajectory is determined
by the Index of Refraction (IOR).
Once explained this concepts, and before to start the "nice" part, we are going to
see how to do a very useful effect which we will use in almost all the materials:
the "Fresnel reflection".
The "Fresnel reflection" is a kind of bounce of the light which only works in the
perpendicular parts of the objects (with the camera). Is the realest for plastics,
glasses, porcelain, etc.
To do this effect is more or less easy:
1. Add to the "Reflection" a "Falloff" map.
2. Select as kind of "Falloff" the "Fresnel" one.
3. Do "clic" on the "NONE" button of white color, and add there "VRayMap".
If we use another render engine we will use the respective raytrace map,
or the "Raytrace" for the scanline render.
4. The "Fresnel" reflect is done. If we want to blur the reflect, we only need to
turn the "Glossy" check box on, and try with differents values of the
Glossiness.
Once seen this, we are prepared to begin with our materials.
• Matte plastic (Standard Material)
1. Assign a color simple (Diffuse) or a picture (Bitmap). This will
be the color of our object.
2. Use a white specular color, with a low intensity (Specular
Level = 20 - 30) and diffuse enough (Glossiness = 10 - 20).
3. To improve the final look we can use a "Fresnel" reflect very
blurred.
• Polish plastic (Standard Material)
1. Assign a color simple (Diffuse) or a picture (Bitmap). This will
be the color of our object, as in the matte plastic
2. Use a white specular color, with a high intensity (Specular
Level = 200 - 500) and very sharp (Glossiness = 85 - 95).
3. Apply a clear "Fresnel" reflect.
[...]... /polished Matte aluminum Steel INOX High polished copper 65 - 75 % Air 1, 0002926 55 - 75 % 25 - 30 % 80 - 90 % 60 - 70 % Alcohol Amber 1, 329 1, 546 1, 577 2, 417 Latón muy pulido 70 - 75 % 25 - 35 % Emerald oak Glass 1, 56 1, 51 oak 10 - 15 % Hydrogen (gas) 1, 00 014 0 70 - 80 % 20 - 25 % 30 - 70 % 40 - 45 % 15 - 25 % Ice 1, 309 1, 329 1, 53 1, 000276 1, 2 21 Light /polished/ Dark /polished/ White paper Granite Polished... Concrete Bricks red/new Glass Silver mirror High polished mirror White tiles White enamel White lacquer 20 - 30 % 10 - 15 % 5 - 10 % 80 - 88 % 92 - 95 % Plastic Tiger eye Topaz 1, 460 1, 544 1, 760 1, 544 1, 620 75 - 80 % 65 - 75 % 80 - 85 % Water (gas) Water (20º C.) Zircon 1, 0002 61 1, 33335 1, 800 – 1, 960 Quartz Ruby If you like this tutorial, please write a comment or a suggestion in the "Suggestions" section... option to get this effect We only need to activate the “Glossiness” value from 1 (perfect glass with no distortions) to the value we want (0,8 is the value of the example) The smoothness of this effect depends on the “Subdivs” value: the higher the smoother (but it increase the render time) • Metallic paint (Standard Material) 1 In the “Diffuse” color button add a “Falloff” map (due to the effect of the... use a "Standard" one o Transparent water (VRayMtl Material) 1 To avoid the bright "Fresnel" reflects we will use the black as the "Diffuse" color 2 Change the black of the "Reflect" box to white and check the “Fresnel reflection” on 3 Also, modify the black box of the "Refract" to white (total refraction) The Index Of Refraction (IOR) must be 1, 33 4 We get the relief using a “Noise” map ("Regular" or... the same way of reflection Change the black color (no refraction) with white (maximun refraction) VERY IMPORTANT: to get a "real" glass, we must use the specific Index Of Refraction (IOR) of the glass (1, 52 more os less) If we use another value the effect will be wrong Also, we can do variations of this glass as the following ones: o Tinted glass: the glass can be tinted with the color we want We only... want) NOTE: is very important to activate the “Affect Shadows” checkbox of the “VRayMtl” material to process correctly the color (changing o the size of Opaque water (Standard Material) the "Noise" map) 1 The “Diffuse” color will be a lightly desaturated blue (relatively next to grey) and dark enough (the blue of the example is RGB: 28, 48, 58) 2 A nice specular shine is made using the “Multi-Layer” one... reflect different to the real one You can get this with the "Reflection/refraction etc environment" "Override MAX's" VRay's option in the render engine configuration window • Velvet (Standard Material) 1 The key of this material is it's color, because the lack of specular shine, reflect or similar The appropiate effect is produced by the “Falloff” material applied to the “Diffuse” button The upper color...• Glass (VRayMtl Material) We are going to create this material using the "VRayMat" of the VRay render engine Doing that we will see the facility of using this new material 1 In the "Diffuse" color select a very dark color (better black), to avoid the bright reflecfts 2 Change the black color of the "Reflect" (no reflect) with white (maximun reflection) Activate the "Fresnel... must be a white one, very intense (Specular Level = 300 - 500) and very sharp (Glossiness = 90 - 95) The second specular must be of the color of the object, but brighter, and diffuse enough (Glossiness = 15 - 30), and its intensity will be controlled by a “Celullar”, “Noise” or similar map, but always using a very small size This way we can get the "grease" effect 3 Apply a “Fresnel” reflect (in the metallic . and we don't have care of our materials. In this tutorial, we will create many basic materials very useful explaining step by step what to do. This materials are plastic, wood, chromed. both cases, is used to be needed a desaturation (use as "Diffuse" a grey color (12 8 ,12 8 ,12 8) and change the percentage of the bitmap (or procedural) to 80 - 90%). 2. Change the color. of the Glossiness. Once seen this, we are prepared to begin with our materials. • Matte plastic (Standard Material) 1. Assign a color simple (Diffuse) or a picture (Bitmap). This will be