It's nice to finally create multi-layer materials.
Looks rockin :) Welcome to the KeyShot forum. Certainly looking forward to seeing more of your work!
Thank you Josh
Can you teach me how to do this?
mind blown
Very nice indeed.
VERY VERY nice use of the material graph.
It's a keeper
Tim
Terrific example! I think maybe the hex bolt heads could do with a bit of attention to improve it further - they look a bit too pristine amongst all that grungy material!
Oh my, that's some lovely looking metal textures! Really nice job!
Great renders!
Man.... id love to see the light setup. :[
This is fantastic. What kind of textures do you use to do this ? I always have problems with the tiling and it looks very unrealistic.
Quote from: jhiker on January 28, 2016, 01:14:16 AM
Terrific example! I think maybe the hex bolt heads could do with a bit of attention to improve it further - they look a bit too pristine amongst all that grungy material!
I think you're right. I could have spent a little more time on the bolts heads to bring their textures at the same level of details.
Quote from: syrom on January 28, 2016, 12:39:13 PM
Man.... id love to see the light setup. :[
I usually create simple light setup. In this case I used one of the new environment HDR that came with Keyshot 6 plus one Area Light Diffuse emitting from a disk for some extra kick light inside the tub.
Quote from: NM-92 on March 06, 2016, 08:33:08 PM
This is fantastic. What kind of textures do you use to do this ? I always have problems with the tiling and it looks very unrealistic.
Using tiled textures you need to play with them until you find the right combination of size, orientation and visibility. When used to break up the perfection of CG materials they need to be subtle, sometimes almost invisible. Even then they don't always work.
For the black plastic tub I used a tileble plastic scratches texture pluged to the color of a Mold-tech material. I believe I could have achieved a better result with custom textures, but I was enough satisfied by the tiled texture that I didn't bother any further.
Now for the red metal paint, that's another story. I really wanted to test the new node based Material Graph here (screenshot attached). So I've painted custom textures using Mari and layered them in the Material Graph using a metal material as the base and a plastic material for the painted parts. B&W alpha textures were used to reveil the bare metal underneath the paint.
Excellent explanation. I will try to replicate this and play with it a little to see how it goes. Thank you !
Edit: It didn't go as expected, but here is my attempt on simulating some worn plastic with scratches
(http://i.imgur.com/nmYHUd2.jpg)
I made another test. This time i managed to mask the edges using an oclussion mask and i liked it, a lot. My question is the following. Does anyone know a method to make that mask a little more imperfect, and not so regular ? I think it will improve the realism. Nevermind the scratches, they are too big, i made various tests on this single image.
(http://i.imgur.com/d4BWicf.jpg)
I love the occluded areas. well done.
Quote from: NM-92 on March 11, 2016, 08:55:33 AM
I made another test. This time i managed to mask the edges using an oclussion mask and i liked it, a lot. My question is the following. Does anyone know a method to make that mask a little more imperfect, and not so regular ? I think it will improve the realism. Nevermind the scratches, they are too big, i made various tests on this single image.
(http://i.imgur.com/d4BWicf.jpg)
You should be able to add a noise or scratches procedural into the mix. If you haven't yet, watch this for more info: https://www.youtube.com/watch?v=5umbUNOT6HI
Yes, i watched that webinar Will, i got some tips from there. But still, if you watch the final image, the occluded areas are too perfect, it's a constant radius in the entire edge. That's what i want to modify.