Larissa Holderness Posted May 2, 2017 Share Posted May 2, 2017 I have a request to create a champagne aluminum metal that shows the edges of the geometry (the material will be applied to mullions). So far I have tried a VRayBlendMtl - put the Aluminum metal in the Base slot, a VRayMtl with a dark gray in the Coat 1 slot, and Blend 1 has a VRayEdgesTex that is set to white. However, the Coat 1 material (dark gray) is being applied to the entire material and making the 'aluminum' darker. Is there anyway around this - without making the metal material lighter to compensate? See attached image for my material set up Thanks! Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted May 2, 2017 Share Posted May 2, 2017 did you tried composite shader? Link to comment Share on other sites More sharing options...
Larissa Holderness Posted May 2, 2017 Author Share Posted May 2, 2017 I have not. But will give it a go. Link to comment Share on other sites More sharing options...
Stephen Thomas Posted May 3, 2017 Share Posted May 3, 2017 Is it actually rendering darker or could it just be a visual quirk of the material editor? Link to comment Share on other sites More sharing options...
Nicolai Bongard Posted May 3, 2017 Share Posted May 3, 2017 If your geometry has lots of edges that it takes into account you may get the edge material on unwanted places. Perhaps you could create intersecting geometry where you want the darker material to be, then use vray Distance tex instead of edges tex to get the darker material only where you want it. An easy way to create the geometry would be to select the edges in edit poly mode, then create splines from them and give them thickness, then just make sure they are hidden in the render? Link to comment Share on other sites More sharing options...
Stephen Thomas Posted May 4, 2017 Share Posted May 4, 2017 Ok, so it seems all you have to do is set the swatch for blend amount in your coat material to black. This is what is controlling the areas that aren't governed by the edgestex. By default it is mid grey. Link to comment Share on other sites More sharing options...
jonseagull Posted May 4, 2017 Share Posted May 4, 2017 Yeah, I never understood why that gray is the default. I've never not set it to black. Link to comment Share on other sites More sharing options...
beestee Posted May 5, 2017 Share Posted May 5, 2017 The edge map works differently when used in a diffuse slot or bump slot. Using the edge map in a bump map slot will round off hard geometry edges so that they will pick up highlights in reflection. Using the edge map in the diffuse slot simply traces all geometric faces with a hard stroke using the chosen color. Using an AO map like Nicolai suggests will probably work better for getting that definition directly from the diffuse color if that is the way it must be done. Link to comment Share on other sites More sharing options...
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