maspuce
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Post by maspuce on Dec 13, 2005 18:43:09 GMT -5
I was playing around with 3ds trying to get a nice reflective floor, and I came up with something interesting. It gives a look that I like and by no means is it a tremendous accomplishment but I thought I might share. Image Material (add this to your library then assign as floor) www.maspuce.com/lfs/floor.matThanks to Ian.H for original scenes.
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zed28
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Post by zed28 on Dec 13, 2005 18:46:28 GMT -5
That looks great, sorta looses the reflection the further away the car gets. I do have one suggestion though; better take that car to Autozone and get an alignment, tires are gunna be shot after a week! LOL
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Post by Ian.H on Dec 23, 2005 16:55:40 GMT -5
Hi all.. Seems reflective flooring is "all the craze" atm.. and seems to be _the_ most common question I get asked.. so.. decided to start a small material lib of my own to share for anyone to use / abuse as they see fit These materials will ONLY work with the Brazil rendering engine (only as that's how I released my scenes).. but I plan to slowly build up a collection of materials for various rendering engines (including the default scanline renderer) and of various types of material / texture that I'll be sharing for free, of course! For the first installment, 4 different types of reflective flooring. Excuse the low-quality preview renders, they were done very quickly as _a_ preview is better than none Preview: Download available from dSRCHope they're of some use to someone Regards, Ian
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Post by capsule21 on Dec 23, 2005 17:23:06 GMT -5
Thanks for sharing! This might be helpful to others.
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zed28
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Posts: 167
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Post by zed28 on Dec 23, 2005 18:15:51 GMT -5
Hi all.. Seems reflective flooring is "all the craze" atm.. and seems to be _the_ most common question I get asked.. so.. decided to start a small material lib of my own to share for anyone to use / abuse as they see fit These materials will ONLY work with the Brazil rendering engine (only as that's how I released my scenes).. but I plan to slowly build up a collection of materials for various rendering engines (including the default scanline renderer) and of various types of material / texture that I'll be sharing for free, of course! For the first installment, 4 different types of reflective flooring. Excuse the low-quality preview renders, they were done very quickly as _a_ preview is better than none Preview: Download available from dSRCHope they're of some use to someone Regards, Ian Man, I am soo interested in picking your brain about this but dang it, I'm dead against using Brazil because of the limiting res I have. I've been using the default scanline render for my scenes and to be honest, they are pretty acceptable but surely there has to be similarities between say the RayTraced material and a Brazil material? I'm working on a similar set of scenes myself - as much as I wanted to use (and learn from) yours, without Brazil I have work to do either way. But like I said, the standard renderer is very capable and I think I have the right combination of filters right now.
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Post by Bunta on Dec 23, 2005 18:35:15 GMT -5
Just for the record, I use Ian's Brazil materials often without using Brazil to do the rendering. Give it a try and see what you end up with.
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zed28
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Posts: 167
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Post by zed28 on Dec 23, 2005 18:45:59 GMT -5
Just for the record, I use Ian's Brazil materials often without using Brazil to do the rendering. Give it a try and see what you end up with. Hmm... I will but I thought I got some pretty black or white results when I did that before. I'll certainly look at them regardless.
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Post by Ian.H on Dec 23, 2005 18:50:20 GMT -5
Yup.. I use the same scenes I made public for all my LFS renders.. they just get adapted / modified each time for whatever I'd doing.. including material swaps between brazil, fR, vray etc and I can often use things like the gloss and specular values from one to another with possibly minor changes. IIRC, the car paint material I used in my scenes was actually adapted from my original Standard materials and changed slightly as I learnt more.. but the Brazil values should fit pretty reasonably in a RayTrace material. I think the biggest difference will be overall lighting / reflections as IIRC, the DSR doesn't have quite the same power as many 3rd-party renderers for the likes of light bounces, so the reflections tend not to be _quite_ so good... that said, I'm really impressed with your DSR renders zed. I'm no expert adn this is all just a hobby / for fun for me.. but damn! I wish I could have got materials looking like that before I "cheated" and opted for a 3rd-party rendering engine I'm gonna be experimenting soon with DSR stuff (and possibly even release extra scenes ported from my Brazil versions in the new year for it).. while I have a lot of toys to play with, I'm one who likes to know "everything" about how n why things happen.. and now that I've learnt a lot more since my first days, I'm pretty sure I can get the DSR to act better than I did previously. I haven't touched Brazil now in months other than this. I got into using finalRender and much prefered what seemed like more flexibility and more of a challenge to setup lighting as much was done like using the scanline renderer with spots and omnis etc and recently been experimenting with vray (I know I know.. I need a life! lol). Soon.. I'll release small packs of materials libs like this.. for probably the 4 major renderers so that they should fit almost anyone's requirements Regards, Ian
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zed28
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Posts: 167
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Post by zed28 on Dec 23, 2005 23:52:32 GMT -5
To be honest, I probably got better rendering of the edges of the car and around stark color differences in Brazil. It seems really good at preserving sharpness and maintains a smooth - none jagged edge really well. The DSR is a little more tricky but I've found that with a combination of filters it's possible to get great results.
Lighting is my biggest obsticle; white and black cars are so hard to get right (for lighting and reflections) without them becoming washed out or too dark. In most of my renders thus far, I've used a single skylight. But then where I want the detail on say, the tread of the tire, I find that so hard to accomplish. It usually washes the entire wheel and immediate area of the car out and looks like crap.
I'm trying my hand right now at a lighted scene that will have about 6 cameras laid out with lights, floor and refection box. From here I'll slide each model into the scene and adjust accordingly. This seems to work pretty well and having a bunch of different cameras is way useful - saves on multiple scenes. My contending XFG was rendered in this scene though I'm still changing a few things.
BTW, didn't mean to hijack the thread and I did try the Brazil textures in the above scene but no reflections - just a flat white with the DSR.
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Post by Ian.H on Dec 24, 2005 0:45:40 GMT -5
I have / had the same obstacles when using finalRender as it has nothing like Brazil's Ultility material or VRay lights and things are configured more like a DSR scene (for a simple studio style render) although the fR materials have a fair few more settings than Standard ones enabling finer control over GI and similar values. One thing to try possibly, is increasing the self-illumination very slightly on the tyre material. Not enough that it appears like lights, but maybe enough to bring up enough to see the highlights of the tread. On this note, how are you applying the tyre texture? On my scenes and until yesterday, I'd applied them as per Grudd's tute.. as a diffuse map and adjusted the output colourmap to tone it down from white.. however, dropping the tyre texture into the Displacement material works wonders! Not only does it give you a 3D tread pattern, the definition is a lot clearer and leaves you open to setting the colour and shade of the actual tyre with the Diffuse swatch (although the value was too high.. check the wacky races render I did.. tyre definition is clearly visible set to a very dark brownish colour.. although it's rendered with VRay, it's certainly more definition than I've ever had before as a Diffuse map (this is probably obvious to anyone who's done it before )). The other thing to play with is the Attenuation settings of the lights.. this can give you great control over the way the light is emitted, for example: (rendered with fR)uses a high-intensity (about 2-3 IIRC) spotlight quite high from the ground plane.. but the attenuation has been messed about with a fair bit to control how much spread etc is given off. Also set as volumetric for the foggy appearance. The room itself is a sealed box with a few polys removed in the top to simulate kinda holes in a roof (although a little too perfect looking). There's also a spotlight behind the camera as the spotlight outside the box wasn't lighting the backwall quite enough. This si set at a lower intensity (maybe ~0.4) again with some strict attenuation control to stop things being washed out Back OT.. I'll have a gander at porting the reflective floors into Standard materials after xmas. Hope everyone has a good one Regards, Ian
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Post by moby45 on Dec 24, 2005 18:50:48 GMT -5
Hi all.. Seems reflective flooring is "all the craze" atm.. and seems to be _the_ most common question I get asked.. so.. decided to start a small material lib of my own to share for anyone to use / abuse as they see fit These materials will ONLY work with the Brazil rendering engine (only as that's how I released my scenes).. but I plan to slowly build up a collection of materials for various rendering engines (including the default scanline renderer) and of various types of material / texture that I'll be sharing for free, of course! For the first installment, 4 different types of reflective flooring. Excuse the low-quality preview renders, they were done very quickly as _a_ preview is better than none Preview: Download available from dSRCHope they're of some use to someone Regards, Ian I like the frosty style floor you have there. On an idea note: Cant you take that frosty style floor and make it a little less frosty but still frosty enough to get the idea? Kind of like being on a sheet of ice I think is what I'm going for. If what I said makes sense..please answer/or preview for me.
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Post by Ian.H on Dec 24, 2005 19:06:38 GMT -5
Hi moby.. I can add one.. kinda inbetween the light mirror and frosty one.. but this'll be somewhere between xmas and new year, but I will add it Have a good one Regards, Ian
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Post by moby45 on Dec 24, 2005 20:26:50 GMT -5
no problem Ian. And dont work yourself too hard on it :-P I was just wondering if in fact you could do that and what not. I'll look for it soon, I will be gone the whole week next week anyhow so it doesn't have to be up all very soon Just whenever you have the time to take a look into it I will be here listening. Thanks much friend, Moby
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Post by alexuspro on Jan 13, 2006 1:58:27 GMT -5
Nice materials man.. do you know, i'm searching a way to make waterfloor, i mean cars standing on the water (with some ripples). So it will be great if you can make it!
Thanks!
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Post by moby45 on Jan 13, 2006 20:21:19 GMT -5
indeed that would be a neat to see.
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