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how do i do something like this


Ethan
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once more, i need some help

i've come across this url http://www.jarengoh.com/

and as you can see - he has black shinny material on laptop which looks great

how did he do that?

i have a model of a closet on which that black material would look excelent, but i cant make material that looks like his

could somebody tell me how it is done?

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Depends on your render engine, but in general it's a black material with a reflection map that's not at full strength (easy way) or the black material with specular modeled, and a second piece modeled on top of that with a clear/somewhat reflective plastic material (a coating layer). The scene setup is very important - a lot of what went into those renders was lighting and the setup of contrasting brightnesses in the scene off camera that are being reflected.

 

Edit: Or try a shellac material - this contains two materials, a base (the black) and a shellac (the reflective layer).

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as already mentioned, you need something to reflect. try putting planes, and assigning a luminance to them. omnis generate light, but they don't generate a physical element that represents the light source, and gives the object something to reflect. the objects in your link have large white light panels or large white surfaces reflecting white illuminating them, and that is what you are seeing reflected.

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Archinteriors? I don't know that one very well, but isn't it a set of preconfigured scenes for Vray? If it has Vray materials and lights that would make mental ray fail miserably. Forget that stuff, and do one of these instead:

 

Easy way - give your scene an HDR environment.

 

More work but you can adjust it more way - set up a photography studio. For example, surround you object with a ring of planes, maybe 8 of them making a circle around it, going behind the camera, but large enough that they will have a large area to see reflected on the surface. Remember that angle of incidence = angle of reflection. Assign them alternating materials - odd numbers get a matte black, even numbers get a mental ray material that has an Output shader in the Surface slot, with the Ouput shader having a white color swatch and an RGB multiplier of 2. When you render, the contrast between the black and the white (which is actually glowing) will make your reflectivity show.

 

If you're still having a hard time, try tests with the glossy and metalic paints in the material file on Jeff Patton's site - http://jeffpatton.net/Mental-ray.htm

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Hi,

 

I've checked your material settings:

- try to stay away from arch.mat (do not put a reflection map in your shininess slot / try it in diffuse, but as I've said: stay away from it!)

 

- standard material: you have no specular light! use a value of 90 spread of 60 and add a raytrace map in the reflection slot

 

rgds

 

nisus

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finally, some results :D

i've used hrdi and first results are here!!

but some problems occured: if i make my closed red-its ok, but if i make it black-its so black that i can't see anything, and no lights help

so, it must be in some colour or grey

but ok, if it cant be black - it will be in colour:D

just have to find nicer hrdi, chamfer edges and illuminate this part that i've showed on picture (how?) and it will be as i planned

thank you for your replys

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