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vray material


zewanil
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Hello people

 

i am trying hardly to make the material of that ikea lamp with no succes

i have trying everything ... its made with aluminium ...

 

can somebody tell what i am doing wrong in material ?

 

thanks so much for helping

 

Patrick

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David is right, you need to up your BRDF, but I think there are other considerations you should take into account also.

 

Before you beat yourself up to much you should realize that the reference material is shot under studio lighting conditions. The photographer would have lit it in a way to play up the metal, and achieve the long linear light reflection that make the material read like metal.

 

However, ...the design you are working with does lend itself to have a lot of anisotropic reflection. So that is good.

 

Metal is a very difficult material to render, and you are not going to get it right on your first couple of times, and probably not your first 20 times.

 

I quickly built a model similar to your light, and attached the current brushed stainless material that i have been working on. It is getting close, but I refine it a bit each time I use it.

 

Currently it is composed of a VrayBlendMtl with a base material that has a broad glossy reflection, and a coat material that has a tighter specular reflection. To me this helps achieve some of the sophisticated reflection depth needed for metal materials. Maybe not perfect, but I think it adds a level of interest that can be quite nice.

 

I am also using a brushed metal texture that has a few reflective type of striations painted into it. Look at the no reflection image, and you can begin to see what I am talking about. The lighter parts of the metal in that image are actually just lighter parts of a diffuse map. Doing this adds shape, and adds a 3rd layer of depth to the reflections for free. BY free I mean, this one requires no additional render time because it is strictly a texture map.

 

Anyway, I would take your metal light into a Max scene that uses a HDRI studio setup, then start tweaking and adjusting that material until you feel like it is where you want it. This will allow for quick development and test renders.

Edited by Crazy Homeless Guy
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very similar setup to what I use Travis.

 

Only I'm using a composite rather than vrayblend with it being mray.

 

does your coat material contain the diffuse map too?

 

I had to go back and check, and I do not have the diffuse copied to the coat material. I did a quick test with it copied and it seemed to add some depth to the material, so I will probably keep the diffuse in the coat material.

 

I also have a 'smudge' map int he glossy reflection slot, but I am not sure if it is actually effecting the way the material looks. I was trying to give a subtle break up to the reflection. That part could use some finesse and fine tuning to make sure it is doing what I want.

 

I noticed you can also see some faceting in the specular reflection of the light deflector in the image I posted.

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