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Mostrando las entradas etiquetadas como coating

Basic Carpaint Material

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Now I'm going to introduce a light modification in the node before to create a basic carpaint material like these: In the coated glossy node, explained in the plastic material, I have changed the diffuse node by a glossy node with GGX type.  This produce a wide range of red colors below the reflections. I have inserted a new parameter called ShinyMultiplier. It is the rougnness of the new glossy node. It should be 0.2 or higher. I was looking for a kind of ramp diffuse node for one color. The parameters for the images above are as follows: The color of the coating is not random. I have chosen the  complementary of the base color . This is the reason of the node group name. Bye

Ceramic Material

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Using the same node setup that the Plastic Material and changing its parameters you can get something like this: Basically I have increased the weight of the glossiness. You can download and check other setups in blendswap . Bye

Plastic Material

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This material is made with Blender and Cycles. I have tried to make a kind of coated glossy node. I have mixed a diffuse and a glossy node to get a specular material. The color of the glossy node will be the color of the specular reflections. I have used RGB (0.8,0.8,0.8). It is not recommended to use (1,1,1), because of it can produce fireflies. The roughness of the glossy node will determine how sharp the mirror reflections are. Then I have mixed this with another glossy node, but this time I have use a fresnel node as mixing factor. My aim is getting a coating above the material. For plastic this coating is weak, but I'm going to reuse this node setup for other materials. These are the values for plastic: I will reuse this node group in my next material. Bye