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هذا الدرس جميل أعجبني ... وفوائده كثيرة .. لكن .. إنجليزي
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If you like this tutorial, please write a comment or a suggestion in the "Suggestions" section. Thanks
Advanced Materials
Job finished! But... What happened? We have made a good model, worked in the illumination setup... but there is anything sating this is a C.G. picture. Many times the problem is we want to see the first G.I render and we don't have care of our materials.
In this tutorial, we will create many basic materials very useful explaining step by step what to do. This materials are plastic, wood, chromed metal, glass, metallic paint, water and velvet.
We will use VRay, but this tutorial can be followed by another render engine users, as finalRender, Brazil or MentalRay.
To get advanced of this tutorial, we must know many concepts:
The "Fresnel reflection" is a kind of bounce of the light which only works in the perpendicular parts of the objects (with the camera). Is the realest for plastics, glasses, porcelain, etc.
To do this effect is more or less easy:
Once seen this, we are prepared to begin with our materials.
2. Use a white specular color, with a low intensity (Specular Level = 20 - 30) and diffuse enough (Glossiness = 10 - 20).
3. To improve the final look we can use a "Fresnel" reflect very blurred.


تابع =
هذا الدرس جميل أعجبني ... وفوائده كثيرة .. لكن .. إنجليزي
إليكم الدرس
If you like this tutorial, please write a comment or a suggestion in the "Suggestions" section. Thanks
Advanced Materials
Job finished! But... What happened? We have made a good model, worked in the illumination setup... but there is anything sating this is a C.G. picture. Many times the problem is we want to see the first G.I render and we don't have care of our materials.
In this tutorial, we will create many basic materials very useful explaining step by step what to do. This materials are plastic, wood, chromed metal, glass, metallic paint, water and velvet.
We will use VRay, but this tutorial can be followed by another render engine users, as finalRender, Brazil or MentalRay.
To get advanced of this tutorial, we must know many concepts:
- Color: chromatic shade of an object. We can use a only color, or a bitmap.
- Specular highlights: bounce of the light come from a luminous emitter. The rougher (surface) the refracter (light over it). The most used are the Blinn (plastic, wood, almost every material), Anisotropic (CDs, or similar) and Multi-Layer (more attractive).<LI class=MsoNormal style="TEXT-ALIGN: justify">Opacity: level of transparency of an object. It can be configured with a value (%) or with a bitmap. <LI class=MsoNormal style="TEXT-ALIGN: justify">Reflexion: feature of many object to reflect the light. It can be set up with a percentage, and the glossiness.
- Refraction: feature of the transparent materials or translucent to change the trajectory of the photons which pass through it, distorting the image seen through them. The amount of variation of the trajectory is determined by the Index of Refraction (IOR).
The "Fresnel reflection" is a kind of bounce of the light which only works in the perpendicular parts of the objects (with the camera). Is the realest for plastics, glasses, porcelain, etc.
To do this effect is more or less easy:
- <LI class=MsoNormal style="TEXT-ALIGN: justify">Add to the "Reflection" a "Falloff" map.
<LI class=MsoNormal style="TEXT-ALIGN: justify">Select as kind of "Falloff" the "Fresnel" one.
<LI class=MsoNormal style="TEXT-ALIGN: justify">Do "clic" on the "NONE" button of white color, and add there "VRayMap". If we use another render engine we will use the respective raytrace map, or the "Raytrace" for the scanline render.
- The "Fresnel" reflect is done. If we want to blur the reflect, we only need to turn the "Glossy" check box on, and try with differents values of the Glossiness.

Once seen this, we are prepared to begin with our materials.
- Matte plastic (Standard Material)
2. Use a white specular color, with a low intensity (Specular Level = 20 - 30) and diffuse enough (Glossiness = 10 - 20).
3. To improve the final look we can use a "Fresnel" reflect very blurred.


تابع =
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