![]() That’s what you want to do, but you don’t have to do it that way. You see that I used a much lighter, low-contrast version of the same map in the glossiness map. Here is a low-res version of the map I used in the specular slot (note that I only used unfiltered bitmaps, regardless of the slot, even though that can lead to longer render times): I didn’t want it to be visible in the diffuse, only in the specular and glossiness slots, which is enough to give a slightly aged, real-world feel to the material. The next step was to add a very subtle imperfection to the surface. So I painted a small colour swatch in Photoshop showing all the available tints for these chair models and used the CroppingPlacement took in the bitmap editor in Max to isolate only one colour – in this particular case a slightly orangey red. The reason I used a bitmap instead was that I wanted to be able to easily switch the colour of the chair to one of a few pre-determined hues. I could have used a plain colour here, or a Vra圜olor if I needed float values. Here is how it looks like in Slate, including a few details about the diffuse slot: This is one of the simplest materials in the scene, used on the plastic version of the chair shells (for reference, the ball is 40x40cm). These multilayered maps are a good way of masking repetitions in tiled bitmaps and can help you conserve memory by deriving many different looks from a limited number of maps. Even when doing single-layer materials, don’t be afraid of layering your maps by using Max’s composite map or Vray’s blended textures. Add extra, discrete layers to your glossiness and bump maps – they will only add to the material’s realism.Ĥ. Real life does not always work like that (although it sometime does). Do not feel like you have to use variations of the same map in all your slots. When fine-tuning a specular or bump map, find a setting you like, then take the effect down one or two notches. Also, do not hesitate to ask colleagues, partners or your kids about what they think of your materials – a fresh pair of eyes, possibly belonging to someone who has little to do with CG, is the best way to tell you if you are on the right track.Ģ. Do not create materials just from memory or by looking at other artists’ renders. Try to look at the actual objects whose features you are trying to re-create, or at least look at several photos taken in different light conditions. Material creation should always be done by using real-world reference. In any case, I would trust such a material scene vastly more than I would the mat editor’s preview, which has a way of looking very much unlike what the mat will look like in the scene.Ī few points before looking at the specific mats.ġ. ![]() I want my materials to look the way they would in a fully constructed scene and an HDRI map is the most efficient way to recreate a plausible physical environment for the ball to to reflect and refract. HDRIs in material testing scenes are anathema to purists because they give the mats a non-neutral colour cast. For illumination, it uses an HDR map and two light planes (left and above). ![]() DOES PIXPLANT COST FOR FREEI may upload it for free to TS if there is interest, but there really is nothing to it. I will explore more complex materials later on (indeed, I’m planning a post just about multi-layered mats), but, for the sake of economy, I only use them in my work to achieve effects that cannot be obtained with single-layer mats.įor this series, I have cobbled together a material test scene. They are a good way to demonstrate how materials can be made to look realistic without necessarily using complex, multi-layered setups that would take a long time to render. They all use materials that are meant to show some age, a certain vintage quality and patina, yet are as simple as materials can get. The Eames chairs are a good place to start. DOES PIXPLANT COST SERIESThis is the first in a series of mini how-to tuts about materials. As promised, I wanted to follow up on my Eames series with a few pointers about the materials created for the chairs. ![]()
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