Matt Sugden Posted October 23, 2009 Share Posted October 23, 2009 Hi all, I'm wanting to try and emulate this look on a metal cladded building I'm working on. I'm using vray as my renderer and I wondered if anyone could give me some good points for getting that great large broken up specular reflection. I'm talking about the upper part of the building. http://www.tropolism.com/shiny2.jpg is it just down to choice of HDRI perhaps? and adjusting the glossiness of the relection? I can never seem to get these really strong sun reflections. Cheers. Link to comment Share on other sites More sharing options...
mattclinch Posted October 23, 2009 Share Posted October 23, 2009 slightly anisotropic metal with a noise bump uv mapped per face, possibly with 5 or 6 variations of the noise in a multi-sub with material by element on the metal facade, assuming ther metal panels are individual elements. Link to comment Share on other sites More sharing options...
Matt Sugden Posted October 23, 2009 Author Share Posted October 23, 2009 Cheers, getting the radomness the faces isn't what I'm struggling with. It's getting the blown out sunshine reflection is where I'm having difficulty. Link to comment Share on other sites More sharing options...
spanish pants Posted October 26, 2009 Share Posted October 26, 2009 I was struggling with a similar problem but on a glass facade. After pulling out what little hair i had, i tried adding a little Hilight glossiness to my v-ray material and it worked. I don´t know if there is another method but it worked for me. Hope this helps you out. Link to comment Share on other sites More sharing options...
Fran Posted October 26, 2009 Share Posted October 26, 2009 I also notice that the panels are slightly pillowed. That is contributing the most to the broken-up reflection. Link to comment Share on other sites More sharing options...
Nic H Posted October 26, 2009 Share Posted October 26, 2009 if you have a decent bump and spec map (like matt said would prob do a face mapped UVW, or maybe a material by element modifier with a few differing versions of you base mat) on your material id unlock highlight glossiness from reflect glossiness (use a falloff map) to something like 0.5 / 0.6. I would even put in a specular only omni that affects only the wall. i do this alot to get more specular on specific objects like water and metal. then in post use the spec pass and blur / screen a few versions over your diffuse pass Link to comment Share on other sites More sharing options...
FlytE Posted October 26, 2009 Share Posted October 26, 2009 Its hard to give you an exact solution to this as there are lots of variations but off the top of my head I would say to try keeping your Reflection IOR low (1.6), but putting your refraction IOR high (say 16.0). Also set your material BRDF to ward and make sure your sun is not invisible. Hope this helps, if not maybe try posting your material settings Link to comment Share on other sites More sharing options...
Nic H Posted October 26, 2009 Share Posted October 26, 2009 metal isn't refractive though. Link to comment Share on other sites More sharing options...
FlytE Posted October 27, 2009 Share Posted October 27, 2009 Its not see through, but the refraction value can still affect surface reflection. Link to comment Share on other sites More sharing options...
mattclinch Posted October 27, 2009 Share Posted October 27, 2009 i'm intrigued.. how? Link to comment Share on other sites More sharing options...
AndyC Posted October 28, 2009 Share Posted October 28, 2009 i'm intrigued.. how? Erm, I would love to know also. Isn't reflection a surface effect? Link to comment Share on other sites More sharing options...
FlytE Posted October 29, 2009 Share Posted October 29, 2009 Im not really sure what to say other than to suggest that you try it for yourself. Open a simple relfective material and watch the change when you bump the refraction IOR from 1.6 to 16.0 Im not saying it is THE solution in your case, perhaps its not, but it in certain circumstances it can make a difference to your metal. Link to comment Share on other sites More sharing options...
Matt Sugden Posted October 29, 2009 Author Share Posted October 29, 2009 I would even put in a specular only omni that affects only the wall. i do this alot to get more specular on specific objects like water and metal. This did it, great idea, I'd would have never thought of setting up a light for a single object in a scene just to 'fake' a highlight. Must remember this in the future... thanks Link to comment Share on other sites More sharing options...
Justin Hunt Posted October 30, 2009 Share Posted October 30, 2009 http://mentalraytips.blogspot.com/2007_10_01_archive.html Master Zap gives a bit of info about metals here. Vray doesn't really give direct access to the diffuse level (or amount the suface absorbs light) so by changing the refractive values simulates the absorbtion that metals have. This is also true for Glass. By dropping the diffuse level of the glass eliminates "Milkyness", making the reflections crisper and more contrasty. jhv Link to comment Share on other sites More sharing options...
FlytE Posted October 30, 2009 Share Posted October 30, 2009 Thanks for that Justin, in the time I had I couldnt find a decent resource to explain myself. Link to comment Share on other sites More sharing options...
mattclinch Posted October 30, 2009 Share Posted October 30, 2009 (edited) that shows how the fresnel curve of the fresnel falloff of reflection can be linked (as it is in most physical cases where a materials surface is composed of the same material as the innards) to the index of refraction - especially in the case of metal materials where the reflection fresnel curve adjusts to simulate the reflection falloff caused by the anisotropy of metals at higher viewing angles when the two are linked. however i cannot understand how you can "keep your Reflection IOR low (1.6), but putting your refraction IOR high (say 16.0)"? Edited October 30, 2009 by mattclinch Link to comment Share on other sites More sharing options...
FlytE Posted November 3, 2009 Share Posted November 3, 2009 I know what you mean, I think what I was trying to emphasize was to put the refraction higher and use that to boost the reflection a bit. In hindsight he probably does want to keep his refl IOR fairly high too, but either way its a moot point as he has found his solution. Link to comment Share on other sites More sharing options...
Nic H Posted November 3, 2009 Share Posted November 3, 2009 weirdnessssss Link to comment Share on other sites More sharing options...
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