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how to make this material?


salf
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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?

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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

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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.

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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.

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