KeyShot Forum

Technical discussions => Materials => Topic started by: Elsass on January 16, 2020, 11:46:31 PM

Title: Different colors on bumps
Post by: Elsass on January 16, 2020, 11:46:31 PM
Hello!

I am trying to render a tube that looks like the one attached. The tube in the CAD model is just a simple tube without the coils. I added a bump map for the white coils, but the problem is they stay green, as the rest of the tube.

Would you know how to assign a different color to the coils?

Thanks in advance.
Title: Re: Different colors on bumps
Post by: bharris on January 17, 2020, 07:26:41 AM
If you have access to the material graph, use the material for the coils as a label and then the bump map as the opacity mask.
Title: Re: Different colors on bumps
Post by: Elsass on January 20, 2020, 12:58:58 AM
Thanks bharris. I managed to do the material attached, but now I cannot figure how to make the bumps higher (nothing changes whether the bump height value is at 1 or 10000). Would you know how to do it?
Title: Re: Different colors on bumps
Post by: designgestalt on January 20, 2020, 04:23:50 AM
you will not achieve this effect with a bump map.
you need to create a displacement map:
in the material graph, add  a node: geometry - displace
as an input use what you created for the bump map and place the output into the geometry plug of the material.
you than have to play around with the settings a bit...

take a look at this tutorial:
https://www.youtube.com/watch?v=xlJ-ovGS7qo
or search for displacement keyshot tutorial in youtube, you might find something shorter, but not nearly as informative ...
cheers
designgestalt
Title: Re: Different colors on bumps
Post by: Elsass on January 20, 2020, 08:20:48 AM
Thanks a lot! I managed to do that (not a render, just from the preview screen). There are still some weird triangles at the end of the tube, but I don't need to zoom in a lot on these parts so that will be fine.
Title: Re: Different colors on bumps
Post by: bharris on January 20, 2020, 08:42:27 AM
Looking good!

You can play with the max triangles and triangle size settings to get smaller subdivisions and increase the fidelity of the displacement.