Lathe, Turned Look on weirdly shaped spun object.

Started by Jonathan1981, August 24, 2015, 06:49:14 PM

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Jonathan1981


High guys,

  I'm trying to size up a job for a potential client and he's looking for a turned lathe look. So basically, you can see the machine marks from the machining process. Obviously there is a "turned steel" material in the database that uses a lined normal map but when I apply it to the shape, it goes all over the place. The object is definitely not a perfect cylinder. It's "spinnable", as in perfectly symmetrical and can be revolved as on a lathe but it has varying widths, think of a doorknob. I can't reveal the product just due to it being for a client.

Is there a way to get the lines to all stay parallel along the object? any suggestions?
can msg me here or jonswift1@hotmail.com. The help is appreciated.

Cheers-

INNEO_MWo

The answer is not that complicated. Only thing to do is to split the geometry into surfaces that are revolved/turned and planar areas. Then you can use the same material type (steel) for both from types with different bump maps. Turned areas can use linear ' cratches' normal to the rotation axis. And planar areas needs a radial texture. I'm sure that you'll find needful textures in your library.

Esben Oxholm

Hi Jonathan.

Have you tried using cylindrical mapping of the texture?

Jonathan1981



   @MWO, yes, tried splitting the geometry but it didn't work, think door knob, so this shape ramps up, almost like a cone but not a flat linear surface, it has curvature like a convexed shape, it doesn't seem to work.

  @ Esben, yes, default sets to cylindrical, still not so good, the pattern is all over the place when I want a parallel line marks running up the whole part so it looks like it has been machined..

NormanHadley

Is this the kind of look you're after, Jonathan? This was an ultra-quickie, knocking up a doorknob revolve in Creo and importing into KS6 beta. The material is the standard turned steel but I had to tell it to make the cylindrical map around the x-axis - when I first dropped the texture on, the machining marks were longitudinal, which would be a challenge for any turner...

INNEO_MWo

I like that example. Did you use different textures?
IMHO a clean HDR without spots on top would set the focus on the texture/bump.

The challenge for that door knob is the projection of the right texture and the location for the split of the geometry.

But I'm sure that this is all possible in KS5.

NormanHadley

Fair comment, MWo. Here's a zoom-in of the same scene with flatter lighting.


Jonathan1981



Hey Norm,

Yep, that's it! exactly what I'm looking for... so how is this done? how did you specify for the cylindrical map to be around X? or Y etc. I have it on cylindrical but it doesn't stay in one direction...

  what hrdri map have you used, I like the lighting. I'm looking to do renders about like what you've done...

   

INNEO_MWo

Yeah, that's cool!
The knob (left 2nd row) has the wrong texture on the planar face. You'll need a texture with circles and maybe an extra geometry in the center to place the texture on the right position.

Perhaps you can change the color of the different materials so that everyone can see the split. Or may share the ksp.

Good solution!

Jonathan1981



   Well, first of all, that's not the same model I'm working with, so in my case I'll be fine, it's basically just a wavy continuous surface with no abrupt planes like that. I see what you mean though, however, his example is actually accurate to real life because a planar surface like that would actually have no machine marks at all, the bit is cuting into straight on and not moving sideways, it's the sideways motion that cause the stepped marks....now ofcourse if you have a really good machine lathe, you should see any marks on it at all :)

Jonathan1981



    Ok, I figured it out, you have to adjust things with the mapping tool...very cool, not sure why I didn't think of that...

    Now onto brushed materials, every brushed material doesn't seem to work at all, I can't adjust scale, it only has an option to adjust for length from 1-10, which it doesn't appear brushed at all no matter how I adjust..

soren

You may want to have a look at the Brushed (3D) procedural. In KeyShot 6 it has been renamed to Brushed (Radial). If you use the mapping tool and click the "Position"-button you can center the brushed texture. For a lathe-model center it at the base of the model. It should then wrap nicely around your entire model (more or less). You may need to adjust the bump height and scale quite a bit to get it to look nice.

Also, add a wee bit of roughness on the metal.

Note: The Fit X/Y/Z functionality mentioned by Norman, is a KeyShot 6 feature, however it does not do anything you cannot do in KeyShot 5.

Hope this helps,
Søren

NormanHadley

Yeah, this was a hastily thrown-together thing. If anyone else wants to tweak it some more, jump in with the attached ksp.

Jonathan1981


  I'm only on keyshot 5, is there any way to get the "brush"  effect to work with this verson. It's a brush effect, I'm sure it wouldn't have been made to not work properly??

  Also, back to the turned steel map. I did get it to work but the turned ridges are still too large and I have the scale set to .00001, basically 0. Have a look at my picture. I need to get those marks much smaller than that.


Jonathan1981



   I appreciate all the help though guys. Thank You. ;)