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Mostrando entradas de marzo, 2013

Anodized Metal Material Step by Step

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Hi. In this post I'm going to do a step by step guide of the anodized material showed before. Step 1: Just a glossy node. This is what you get if you plug a glossy node to de material output (roughness 0.1). There aren't highlights. Step 2: It is a mix between the node before and another glossy node, now with white color. Highlights appear this time. This node setup will be the same for all the next steps . I'm only going to change the red glossy node for other nodes. The result is similar to anodized metal, but I'm going to add more hues in next steps. If you use a red diffuse node instead the red glossy one, you get a material similar to ceramic, not to metal. This is not the material I want. Step 3: In next steps I'm going to change only the red glossy node shown in step 2. In this step I have only changed the color, using a bright/contrast node: This scene is darker than in step 2. Step 4: Similar to step 3, but using a posit...

Blender Cycles: Facing Reference in Layer Weight Node

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Here it is a brief reference about facing mixing with layer weight node. This is the node setup I have used for this test: And these are the results: Facing 0.1 Facing 0.3   Facing 0.5 Facing 0.7 Facing 0.9 Bye

Blender Cycles: Fresnel Reference in Layer Weight Node

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Here it is a brief reference about fresnel mixing with layer weight node. This is the node setup I have used for this test: And these are the results: Fresnel 0.1 Fresnel 0.3 Fresnel 0.5 Fresnel 0.7 Fresnel 0.9 Bye

Anodized Metal Material

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Hi everybody. Today I'm going to show you an anodized metal material. I found this material looking for a base color for a carpaint material, but I think it is interesting by itself. The node setup is a bit complex. It consists of a double glossy nodes mix, with a facing factor. I used two contrast nodes and mix colors to get different hues from one color. The factor for roughness tries to get a less mirror effect in the glossier zones. These are two carabiners that use this material: Hires version is available here . I hope you like it. Bye.

Black Leather Material

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Hi everybody. Today I'm going to try to make a black leather material. The most important in this material is to get the leather texture. If you see some examples like this , leather texture has a pattern similar to some overlapped distorted grids. Probably this material is not good enough for a close-up image, but I think it could be useful for cars interior, clothes or furniture. This is the node setup I have made: I have mixed both bands textures with the darken feature. See here in this post for color mix modes examples. After mixing, I have added a invert node and a gamma node to flatten the texture. So the bubble look disappears. I have tried to make a subtle bump effect here: Note that bump feature is still experimental, and it is a target to improve in blender version 2.67. This material is black leather and it hasn't hues. In the next post I will show you brown leather with some improvements. You can download a newer version of this textu...

Car Paint with Flakes Material

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Hi everybody. Today I'm going to make a car paint with flakes material. I have used a voronoi texture to mix flakes with different colors. I have tried to make a material that works with only one color (called base color in its frame), so changing it, directly you get other car paints. For getting the flakes I have included two glossy nodes, one with the base color and the other with a  contrasted version. After mixing the flakes, I have included the usual fresnel reflections, common in  car paint material. This is the Mike Pan's BMW with this material: In this thread you can get very interesting stuff and ideas for your materials. Bye

Satin Fabric Material II

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Hi everybody. Today I'm going to show to you a new version of satin fabric material, explained on this post . I have used the double glossy mix, as previous version. I have used the same color ramp for each glossy node, and different fresnel factors to mix these colors. The colors of the color ramp node are: #2F2DD2, #1E8BDB, #E7ADD3 and #E5E374. As the result, you can see a pinkish forecolor, and a bluish backcolor.    Bye

Jewelry Gold Material

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Hi everybody. Today I'm going to show you my jewelry gold material. The material has five parameters: three colors (fore, middle and back) and two roughnesses (one for two previous colors and another different for the last). This is a modified version of the material explained in this post . I used a layer weight - facing node to mix forecolor and middlecolor, and a dot product of incoming and normal vectors to mix them with the backcolor. So this last mix node depends on the angle between incoming and normal coordenates.   You can download this and other gold node setups in blendswap . Bye