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Chrome / Falloff Map


Keen098
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Hi,

 

I have some problems with the falloff map "Chrome Material".

I read a feew tutorials about the falloff map, and i get some good results but some bad too.

 

I cant get a shiny continuous result for my render, every chrome aplication looks different. The rood under the stairs has a continuous shiny effect but the chrome brackets on the stairs looks all different. Is it possible to fix these? All i want is a shiny chrome effect on all chrome parts.

 

My System

3DS Max 2012

Vray 2.0

 

Render:

One Vray Light : Plane

One Vraylightmaterial (logo)

Vray Phys.. Cam

Closed Room

 

 

cgftreppe.png

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chromesetup.png

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Maybe you are going about this the wrong way. Try playing with the lighting. Instead of one huge light try several smaller ones. Maybe take a couple and angle them. Did you try my suggestion for using a separate bitmap in the reflection environment? That may help to get the result you are looking for as well.

Here is a link you may find useful http://www.freeitsolutions.com/3ds/viewTutorial.aspx?id=4215

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Thank's for the link.

I try the tutorial but it didn't work for me.

 

The Chrome Material is OK, even the self created from the tutorial but it works only on curved objekts.

When i put the chrome material on a grade area for example a cube then i get no chrome effects.

I really don't know what to do and what the problem is.

 

chromem.png

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There isn't anything wrong with the material setup as far as I can see. You could also just turn reflection all the way up under on the material itself and leave fresnel unchecked to get chrome. Falloff isn't necessary, but it's your choice. I would however make sure that at the bottom of your material settings in the maps tab you have the map as your sole controller. If its below 100 on the reflect setting it will blend your fallof with your black material reflection setting and look overly dark. The sphere would still fight through and look like chrome but the cube will have a more flat color appearance.

 

Also, as AubreyM says, try angling your light or replacing the one with many, it will give more intrigue to the reflection.

 

Hope you get is resolved!

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What I mean is falloff is a map and the Vray material is a material. When you place a map in the override of a material setting like you have the falloff into the materials reflection override, you can set up a blend between the material setting and the override. Your material has reflection set to black (no reflection) and your map is set to work just fine, but if you scroll to the bottom of your material settings there is a tab "maps" that is for setting up the blend. You don't seem to want them to blend to make sure the reflect is set to 100 in the maps rollout. If it is lower than 100 it will start to you the falloff and the no reflection values together and in your current setup it will make it dark. The sphere is curved so the falloff works best on it regardless but the box should look like a mirror so something is clearly off and my guess is that your blend is set too low. Try this and try no falloff map with the material set to white reflection and uncheck fresnel. This should work or I am wrong about the issue.

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Every slot expect bump is up to 100% in the maps tab...

 

I try the option without the falloff map, frensl off and refelcton on white, but i have still the same problen.

 

Maybe you can take a look on my scene?

 

http://www.file-upload.net/download-3947535/Chrome-Scene.max.html

 

@ Ismael, thanx for the links but i found it already on the net.

I try these one http://www.neilblevins.com/cg_education/flat_metallic_surfaces/flat_metallic_surfaces.htm

but the result was realy bad, it looks wash out, like a "dead" color or something like that.

Edited by Keen098
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David,

 

Flat chrome surfaces are just like a plain mirror. Even a mirror only is a mirror when something is seen reflected on it.

We all have been trying to tell you that. You found that the "rood under the stairs has a continuous shiny effect ".

That is on account of it having curves to follow the bright objects where they may be in the room. Your room is empty

there is nothing for the chrome to reflect. Even then, a flat highly reflective surface may not convey proper the 'metal'

or 'chrome' effect.

 

Again,

1) Reflective surfaces need something to reflect

2) Flat highly reflective surfaces may just act as what they mostly are a mirror...

 

In the attached image, the top row of squares have a 'chrome' applied. The statue and the lower set of squares also have

the same material except that I deformed and chamfered the squares so that the reflections on them come out distorted and

the edges could follow bright objects in the scene, just like your 'rood'.

 

I ca't use your file as your versions top mine by a mile.

Best wishes.

 

http://imageshack.us/photo/my-images/26/littlesquaresandladyhav.jpg/

Edited by Ismael
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I replied a while ago, but it looks like it didn't post.

 

All I had said though was that Ismael is correct. I opened your scene and while there are a couple of things I would change for myself, none of them are the cause of your issue/non-issue. I placed a bright colored box behind the camera and the chrome box turned that color, as we all expect. The truth about what you are doing is that you have set a shot that is great for the stairs, but would likely be one of many in an interior scene. You should set up your scene as if it was a full living room and all you decided to do was take photo of the stairs (again, like Ismael said). You will get your results with this and remember that the chrome wont be a consistent look as it will all be reflecting different things. Also, the noise bump is a great trick. Chrome is never a perfect surface.

 

Lastly, your scene lights are killing your render time. 30 x a multiplier of 100 is too much. adjust the exposure, 4.0 or 5.6. If you are going to use the vray frame buffer make sure to select the srgb tab at the bottom to view it right brightness. You should be able to get away with much lower setting. Glossy reflections don't need 64 subdivisions and 3000 llight cache is a lot if you want a good render time. These values go up when the scene gets really complex and you are dividing their efforts over many objects. You likely are waiting longer for the same result as a lower setting. You are on the right track of critical thinking, but you cant forget that a single wall is usually attached to a room in reality and these all play into how the light and material and shadows all look in your final image.

 

Post your final when you are done, I think it will be a good one.

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