automotive paint material help...
4 posters
automotive paint material help...
hi po mga masters...
ask sana me ng help kung pano gumawa ng automotive paint material (either vray matl. or standard) sa 3dmax?
di ko kasi ma achive ung perfect glossines at ung shine nya..
tpos sobrang reflection pa nagagawa ko..
thank you and Godbless
ask sana me ng help kung pano gumawa ng automotive paint material (either vray matl. or standard) sa 3dmax?
di ko kasi ma achive ung perfect glossines at ung shine nya..
tpos sobrang reflection pa nagagawa ko..
thank you and Godbless
kieko- CGP Guru
- Number of posts : 1428
Age : 37
Location : Pampanga
Registration date : 08/04/2009
Re: automotive paint material help...
download my car paint shader
http://www.sharecg.com/get_file.php?upload_file_id=16477
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: automotive paint material help...
Since this is part of the egz scripted material, you'll need that script to make this work.
Re: automotive paint material help...
as mentioned, the downloadable car shader have some egzVrayCarpaint which originally came from egz script. you can download the script/installer on the link below. ( beta copy only but may work)
here is the link for
# egzVRayGlass beta 0.7
# egzVRayWax beta 0.8
# egzVRayCarpaint beta 0.7
http://vray.info/assets/materials/egzMaterials0.8_for1.5.zip
http://vray.info/assets/materials/egzMaterials0.7.zip
http://vray.info/assets/materials/egzMaterialsSample_01.zip
Requirements:
* 3ds max 5 or higher (untested in 3ds max 3.1, and some materials don't work in max 4/viz4)
* V-Ray Advanced 1.45.65 or later
Installation:
1. Remove any previous version you might have installed by deleting the egzMaterials directory in scripts/startup/
2. Download the file
3. Unpack the .zip file
4. Drag the .mzp file into a 3ds max viewport
5. Restart 3dx max
6. The materials are now selectable in the material editor
here is the link for
# egzVRayGlass beta 0.7
# egzVRayWax beta 0.8
# egzVRayCarpaint beta 0.7
http://vray.info/assets/materials/egzMaterials0.8_for1.5.zip
http://vray.info/assets/materials/egzMaterials0.7.zip
http://vray.info/assets/materials/egzMaterialsSample_01.zip
Requirements:
* 3ds max 5 or higher (untested in 3ds max 3.1, and some materials don't work in max 4/viz4)
* V-Ray Advanced 1.45.65 or later
Installation:
1. Remove any previous version you might have installed by deleting the egzMaterials directory in scripts/startup/
2. Download the file
3. Unpack the .zip file
4. Drag the .mzp file into a 3ds max viewport
5. Restart 3dx max
6. The materials are now selectable in the material editor
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: automotive paint material help...
Metallic Car Finish Using Shellac
Roy Constantino 01/06/04
This is scanline, shellac and falloffs in the mix, the original file is quite old but the same logic still holds true to this day. Rather than explain it here - it would be easier to understand by tinkering with the max file, unfortunately I don't have a file server online so if anyone wants to host this maxfile (402kb) for everyone, let me know and I will send it to you.
The idea is quite simple - carpaints are actually composed of a minimum of two layers - the painted metal and the gloss layer. It also has a bit of speckle that remains prominent within glancing hilights. The problem with other attempts at mimicking carpaints is that people tend to make the metal layer shiny and reflective - which is not how they really act in real life. it is the glossy sheet of coating that makes it look like those perfectly makinis shiny images you see in car ads.
Shellac is cool for mixing layers of materials with varying specularity - like thin sharp highlights over round and wide ones. It is like Salt to spice up your material cookbooks. And Pepper like falloff which I'd probably discuss in the next installments.
NOTE: This is how I do it in the old days - but if you ae using the current versions of MAX and MR - you'll find the carpaints ready made for you as well.
Roy Constantino 01/06/04
This is scanline, shellac and falloffs in the mix, the original file is quite old but the same logic still holds true to this day. Rather than explain it here - it would be easier to understand by tinkering with the max file, unfortunately I don't have a file server online so if anyone wants to host this maxfile (402kb) for everyone, let me know and I will send it to you.
The idea is quite simple - carpaints are actually composed of a minimum of two layers - the painted metal and the gloss layer. It also has a bit of speckle that remains prominent within glancing hilights. The problem with other attempts at mimicking carpaints is that people tend to make the metal layer shiny and reflective - which is not how they really act in real life. it is the glossy sheet of coating that makes it look like those perfectly makinis shiny images you see in car ads.
Shellac is cool for mixing layers of materials with varying specularity - like thin sharp highlights over round and wide ones. It is like Salt to spice up your material cookbooks. And Pepper like falloff which I'd probably discuss in the next installments.
NOTE: This is how I do it in the old days - but if you ae using the current versions of MAX and MR - you'll find the carpaints ready made for you as well.
Last edited by v_wrangler on Thu Sep 24, 2009 1:36 am; edited 1 time in total
Re: automotive paint material help...
v_wrangler wrote:Since this is part of the egz scripted material, you'll need that script to make this work.
ty for the headsup..
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: automotive paint material help...
<<< I did not write this. Be careful when you edit posts like last time.v_wrangler wrote:Since this is part of the egz scripted material, you'll need that script to make this work.
ty for the headsup
You are welcome anyways.
Re: automotive paint material help...
v_wrangler wrote:<<< I did not write this. Be careful when you edit posts like last time.v_wrangler wrote:Since this is part of the egz scripted material, you'll need that script to make this work.
ty for the headsup
You are welcome anyways.
my apology...
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: automotive paint material help...
And another tip and this isn't for carpaints alone -
Get over with your speculars - not if you want photorealism in your renders!
Raytrace anything that has a slightest hint of specularity. Speculars and all those roundish highlights are a remnant of the past when raytracing was costly and fast machiens belong to universities and the well-to-do.
Remember that highlights are actually the reflections of your light sources. So if you want to see them in the renders - model the light sources, slap them with self-reflecting materials and make them visible only in the reflections.
Get over with your speculars - not if you want photorealism in your renders!
Raytrace anything that has a slightest hint of specularity. Speculars and all those roundish highlights are a remnant of the past when raytracing was costly and fast machiens belong to universities and the well-to-do.
Remember that highlights are actually the reflections of your light sources. So if you want to see them in the renders - model the light sources, slap them with self-reflecting materials and make them visible only in the reflections.
Re: automotive paint material help...
v_wrangler wrote:And another tip and this isn't for carpaints alone -
Get over with your speculars - not if you want photorealism in your renders!
Raytrace anything that has a slightest hint of specularity. Speculars and all those roundish highlights are a remnant of the past when raytracing was costly and fast machiens belong to universities and the well-to-do.
Remember that highlights are actually the reflections of your light sources. So if you want to see them in the renders - model the light sources, slap them with self-reflecting materials and make them visible only in the reflections.
5 stars for this...
Re: automotive paint material help...
maraming maraming maraming salamat po...
Godbless
Godbless
kieko- CGP Guru
- Number of posts : 1428
Age : 37
Location : Pampanga
Registration date : 08/04/2009
Re: automotive paint material help...
The max file for my post above is in another thread.
http://www.cgpinoy.org/help-line-f102/car-paint-t4620.htm?highlight=car+paint
http://www.cgpinoy.org/help-line-f102/car-paint-t4620.htm?highlight=car+paint
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