KeyShot Forum

Technical discussions => Materials => Topic started by: Izayoi on April 18, 2013, 06:45:06 AM

Title: Controling roughness (gloss)
Post by: Izayoi on April 18, 2013, 06:45:06 AM
Hi
I have to create a material which contain blurred and sharp reflections.
This is very similar to a simple window with mist on it

(http://25.media.tumblr.com/tumblr_mat7dqaDcI1rhwglzo1_1280.jpg)

Is there a way to control roughness (gloss) with a map created in photoshop ? Any workaround ?

thanks
Title: Re: Controling roughness (gloss)
Post by: PhilippeV8 on April 18, 2013, 08:31:31 AM
I think you'll need to merge 2 renders in post.
1 with roughness, 1 with reflections.
Title: Re: Controling roughness (gloss)
Post by: Izayoi on April 18, 2013, 08:49:54 AM
yep but i have a full animation to render.
So sad we can't do a so simple thing automatically   :)
Adding a super blend material to merge 2 differents materials could be an other good solution in future keyshot versions
Title: Re: Controling roughness (gloss)
Post by: Despot on April 18, 2013, 09:06:34 AM
No - it can't be done in KeyShot at the moment, the workaround is to do it in post...

This is a feature I've wanted for a while

http://keyshot.com/forum/index.php/topic,5695.0.html (http://keyshot.com/forum/index.php/topic,5695.0.html)

J
Title: Re: Controling roughness (gloss)
Post by: PhilippeV8 on April 18, 2013, 11:02:27 AM
just wondering if this can't be done with a decal ... ?

Else the gold-trick ... which consists of 2 planes very close to eachother.  The front one gets a rough finish with an opacity map that shows trough the 2nd plane in some places.  Then the second plane gets the mirror material.  This might work for animation.
Title: Re: Controling roughness (gloss)
Post by: Izayoi on April 19, 2013, 03:52:46 AM
yep the trick is to use Label. I put a texture map with the same color as my diffuse slot then made the specularity to full white. This give really sharp reflections.As you can see.
However i don't think this work for transparent materials.
I didn't test by duplicating my object, is quite heavy and keyshot will probably crash.  :)

I agree with you Biomechanic.

(http://postmyimage.com/img2/206_keyshotMaterial02.jpg)