salf Posted January 16, 2006 Share Posted January 16, 2006 Ok, im doing arendering for a shop interior, the wall coverings will be done with this type of material : http://www.mayaromanoff.com/pages/colorways/flex-glass-bauble.html Is just a fabric (in color) with a lot of little plastic pebbles attached, like cristal tiny balls, so when it gets iht by light it produces a nice spark effect.... Now, i dont wanna so detail it, i could just save that image form that site an create the material, but im more interested in the "spark" effect....how can I achieve this type of material?.....like if you poured a lot of frost on the wall, so it looks all shinny. DOesnt have to be so real, i will add some sparks on PS, but i need the base material on the rendering. any ideas? Link to comment Share on other sites More sharing options...
DennisHolland Posted January 16, 2006 Share Posted January 16, 2006 I'd say give a try with particles, just plain max particles would do the trick instead of just a material. A bit unorthodox, and i never tried it, but you could sprinkle a lot of particles (superspray or snow) on a plane or box (your wall), laying flat on the floor. Let the (big count) particles drop on it a let 'm 'live' long enough, tick 'mesh' in your modify-dropdown and make the particles out of a little blob or sphere. Fill your wall completely > apply a glassy shader and group all. Play with your settings to get them all different shapes and sizes... Dennis Link to comment Share on other sites More sharing options...
William Alexander Posted January 17, 2006 Share Posted January 17, 2006 Try This...bump to about 250 in max If your going to warp/twist the surface/s of an object you'll have to uv map to get it. But just on a plane...default mapping is object uvw for the example WDA Link to comment Share on other sites More sharing options...
salf Posted January 18, 2006 Author Share Posted January 18, 2006 thanks guys! That material looks cool.....like metal hit by bullets.....hehe ALtho im looking more the glitter part, not the bump, the little cristals will be so small in scale you wont see any bump, but you will see all the glitter, thats what im looking for. Link to comment Share on other sites More sharing options...
makemono Posted January 18, 2006 Share Posted January 18, 2006 You may scatter a lot of small spheres onto your surface and play with their material. I know it's a killer,but.... Link to comment Share on other sites More sharing options...
William Alexander Posted January 18, 2006 Share Posted January 18, 2006 Salf, Try the bump map to control the specular. Put in PS and do a levels adjustment on it to tighten up the blurring between black and white. A frensel falloff on the specular map/intensitity might also make the specular behave the way you want...always worth a try. WDA Link to comment Share on other sites More sharing options...
jkletzien Posted January 18, 2006 Share Posted January 18, 2006 That is a tough one, If you're not up super close, what I would probably try first is.... Set up a mix map, using two different cellular maps in the main slots, and to mix them either a smoke map (if the walls are flat) or a falloff perpendicualr/parallel (if the walls are rippled). I probably then do another version of that same map in the self illumination slider, but slap a color correction or an output on it to amplify the contrast. I think it will be faster than gemoetry and you're not having to fiddle with lights to get the specular to work like you'd want it. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now