Krisztian Gulyas Posted December 20, 2012 Share Posted December 20, 2012 Hi. I used a preset for this material (brushed steel) and never got this result. Do you have any idea what could be the problem? Im using Max and Vray Thanks Link to comment Share on other sites More sharing options...
Stanislav Orekhov Posted December 24, 2012 Share Posted December 24, 2012 The answer can be produced after you show the material information that you use, wire of model, uvw-map modifier settings. Show printscreens. Link to comment Share on other sites More sharing options...
Krisztian Gulyas Posted December 24, 2012 Author Share Posted December 24, 2012 I dont know what happened, but I read somewhere that if I turn off the sun visibility, those white dots will disappear and it worked. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted December 24, 2012 Share Posted December 24, 2012 That material is still jacked though. You shouldn't have to make the sun invisible to get a brushed metal to work. What is the material setting you are using? It looks like a bump map set really high and then a chrome like material. This would not be correct. Are you using fresnel? highlight glossiness? a diffuse or reflection map? A good brushed metal will likely be fairly subtle and not very reflective. Also, are you clamping your results in your color mapping? I know you have your desired results, but if you can, screen capture your material settings, I think you might find an alternative method better than hiding your sun. Link to comment Share on other sites More sharing options...
Krisztian Gulyas Posted December 24, 2012 Author Share Posted December 24, 2012 Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted December 25, 2012 Share Posted December 25, 2012 There is no exact answer but a couple of things that i would change are: Turn on fresnel. As the chaos group says in their short, "everything has fresnel." And brushed metal, a material that has a blurry kind of reflection, especially has fresnel. 1.6 will likely do just fine. A cellular map is not likely your best choice. If you want to use a procedural map, try a noise on turbulence and tile it in one direction only. Use 1 in the U and 50 in the V. Or vice versa. You could also just use the anisotropy to emulate the blur. Lastly, try using the reflection value you have but add a highlight glossiness. Unlock it and try a 0.7. Using maps for each category is usually good for a nice subtle material, but you may want to start simple and jazz it up from there. Good luck and turn your sun back to visible. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now