KeyShot Forum

Gallery => Amazing Shots => Topic started by: Despot on November 14, 2012, 08:08:37 AM

Title: TetraBot
Post by: Despot on November 14, 2012, 08:08:37 AM
I love using KeyShot to try and achieve realism in my materials, this time I was going for distressed and used coated plastics - 3 different bump maps were used to achieve the aged look...

I've got to say it's great not having to wait half an hour or more (like in other renderers) to see if things look ok

Thanks for looking...

original model by Stanislav Marchevsky...

Cheers

J

Title: Re: TetraBot
Post by: guest84672 on November 14, 2012, 08:44:12 AM
Awesome - when you say 3 different bumpmaps, do you mean a different bump map for individual parts?
Title: Re: TetraBot
Post by: Seghier on November 14, 2012, 08:57:55 AM
NICE ; can you try to reduce the scale of bump  and use negatif height
Title: Re: TetraBot
Post by: DriesV on November 14, 2012, 09:38:59 AM
Absolutely great!
What software are you using to model these contraptions?

Dries
Title: Re: TetraBot
Post by: Despot on November 14, 2012, 09:40:54 AM
Thanks Thomas, each part uses a different bump map that was created by merging 2/3 separate textures...

Seghier : I'm assuming you mean 'bump height' when you mean 'scale'... it s extremely low as it is, 0.03 i think, it does look extremely scratched, but he's been around a bit ;-)

The bump maps used are using a heightfield where the scratches themselves are dark/grey to black, so I dont need to use a negative bump scale value - some of the scratches do look raised, but I think you'll find that that cannot be avoided, its an issue with the bump mapping paradigm itself and the way the scene lighting interacts with it... it's almost an optical illusion

Cheers

J
Title: Re: TetraBot
Post by: Despot on November 14, 2012, 10:22:06 AM
Just realised I was talking utter rubbish when I said the bump value used was 0.03... it was actually 0.12

So I could reduce it, but I've found that there is a threshold that once hit, any reduction in bump value has little or no difference visually...

Cheers

J
Title: Re: TetraBot
Post by: Seghier on November 14, 2012, 11:24:46 AM
yes bump map somtimes look bad ; i mean the scale of bump texture
Title: Re: TetraBot
Post by: Despot on November 14, 2012, 12:24:15 PM
Quote from: Seghier on November 14, 2012, 11:24:46 AM
yes bump map somtimes look bad ; i mean the scale of bump texture

Ah ok, Hmm, why would i want to change the scale when its not using the default value anyway and I'm happy with how it looks visually ?  ;)
Title: Re: TetraBot
Post by: tsunami on November 14, 2012, 12:48:17 PM
Great work as usual from u..i like it's awesome..seems really real..
Could u show us what bump image u used for?
Title: Re: TetraBot
Post by: br3ttman on November 14, 2012, 01:40:07 PM
Quote from: Thomas Teger on November 14, 2012, 08:44:12 AM
Awesome - when you say 3 different bumpmaps, do you mean a different bump map for individual parts?

Multiple bumpmaps per material (as well specular, opacity, and color) would be a nice feature, just like you have currently with labels.
Title: Re: TetraBot
Post by: Despot on November 14, 2012, 01:44:41 PM
Yeah, layered materials would be great - you never know it might be in V4
Title: Re: TetraBot
Post by: mmmster3d on November 14, 2012, 06:18:48 PM
that would be the bees knees if they did that for 4!

nice rendering :) keep it up
Title: Re: TetraBot
Post by: Despot on November 15, 2012, 12:19:23 AM
Quote from: tsunami on November 14, 2012, 12:48:17 PM
Could u show us what bump image u used for?

I'm not at work for another couple of weeks, thats where the scene file is...  I'll post it when im back

But to be honest, most of the bumps I use are done from scratch anyway...

I start with a photographic texture that contains dents and scratches and then use Photoshop to isolate them, then duplicate them and rotate and scale until I'm happy... then convert to Black and White.

Cheers

J