basic parameters for physical (metal) material

basic parameters for physical (metal) material

n_maasdijk
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Message 1 of 21

basic parameters for physical (metal) material

n_maasdijk
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Hi everybody,

Last week i followed a course on materials and rendering. Now i kind of know where to look for, but my "teacher" almost always worked with diffuse and bump maps so we didnt really dive all to deep into creating your own materials.

 

So would anyone maybe know a site maybe where the basic parameters of a material are already filled in?

 

Because after struggling for 8+ hours now all 3 of my metal types look the same and still dont look like metal. My toon shader might interfere with it but if thats the case im more lost then i was before.

n_maasdijk_0-1727172915317.png

Above, the structure is thermic galvanised, the plate is supposed to be aluminum and the fastners stainless steel but it does not work for a single bit.

 

 

It could be something supposed to do with this.

n_maasdijk_1-1727173051787.png

Or this

n_maasdijk_2-1727173091524.png

The material above is supposed to be stainless steel, the most glossy material.

 

I dont know it anymore, but you guys are amazing on this front and i hope someone can help me out!

 

Thanks already!

 

 

 

Accepted solutions (2)
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Replies (20)
Message 2 of 21

muratcanyeniarascom
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Hello,

 

Can you render the Material in a room? If you render in space, you won't see the real effect.

 

Enjoy your work.

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Message 3 of 21

n_maasdijk
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Hello, 

What do you mean exactly? For my end renders it is important that its rendered on a white background. 

Would love to hear from you back.

Message 4 of 21

muratcanyeniarascom
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You can render with studio lighting technique. Sample video is in the link.

 

https://www.youtube.com/watch?v=hPZvijDCV-M

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Message 5 of 21

wernienst
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Collaborator

Ok, first, go to Render Setup: Arnold Renderer, scroll down to Environment, Background & Atmosphere and set Background (Backplate)  to Custom Color, set Color to white. Then go to menu Rendering/Exposure Control, set Exposure Value to 8.0 (higher values would turn the background color to grey).

wernienst_2-1727183005323.png

Now you can experiment with illumination and/or environments without affecting the background color. For example:

Create an Arnold Skydome light and put a HDRI map to its Texture slot. Or create one by yourself, like this:

wernienst_1-1727182834117.png

Save it as a 32bit Tiff.

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Message 6 of 21

n_maasdijk
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Hi Wernienst!

 

Yes, there are the settings i have been working with tince the beginning, i also tried the solution of @muratcanyeniarascom with the youtuibe video. But sadly none of these seem to work, my materials still dont look like real steel bu these unrealistic colors i dont want to show. Sadly none of my materials look a little bit like their real life counterparts.

Message 7 of 21

muratcanyeniarascom
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The metal material you want to make may be missing or wrong. You can make similar metal material adjustments via the link below.

 

https://www.youtube.com/watch?v=1R1VKR2ZVcA

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Message 8 of 21

n_maasdijk
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Yes these are roughly the settings i have on my materials, but my materials do sadly not look nearly as good as those shown in the video.
Message 9 of 21

wernienst
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Collaborator

Try this: in the Reflection part of the material, change Glossiness to Roughness.

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Message 10 of 21

wernienst
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Collaborator

Just to illustrate what I'm saying:

Both objects have identical materials and texture map applied. Only difference: left, Reflection set to Roughness, right, to Glossiness.

wernienst_0-1727251196510.png

Then I removed the texture map. Again, left, Roughness, right, Glossiness.

wernienst_1-1727251340108.png

Confusing, right?

 

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Message 11 of 21

animator75Q89LC
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Contributor

As said before try to render using a backdrop, since metal is reflective it won't look good or realistic without something reflecting in the material. Also if possible add chamfers to all your sharp corners so there is something to pick up the hilights. 🙂

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Message 12 of 21

n_maasdijk
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Hi, thanks for the tip. My other 2 materials were already set to roughness, but now my last material is too, only it did not really work.

 

I tried stepping off my custom materials and tried some arnold pre-set materials, but this did nothing but take away all the color i had left.

n_maasdijk_0-1727253019259.png

I am using an arnold skydome, maybe thats a problem and should i light it with another light scourse?

 

Im really confused on why my renders never seem to work out.

 

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Message 13 of 21

n_maasdijk
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Hi!
I followed the video you linked, but that simply was a white plane with a single snap in it. But the scene im working on gets looked at from different angle's with about 4/5 camera's, so i dont have a constant background to see. Also when i did have the angled plane it also sadly did not improve. Can you elaborate what you would do in this situation?
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Message 14 of 21

animator75Q89LC
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Accepted solution

I read earlier that you use a skydome to lit the scene? Do have any bitmap (HDRI) connected to it? Otherwise I suspect it will just fill the scene with an even (white) light giving white reflections and very flat looking shading. I don't know Arnold but I suspect it works similar to V-Ray.

Message 15 of 21

n_maasdijk
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No i do not have an HDRI connected to it, should i just use an HDRI set as enviorment? i have used that once before so i know how to do that, do you think that might solve the isseu?
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Message 16 of 21

animator75Q89LC
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Yes, I think that will solve the problem, giving the scene a more interesting lighting and also fixing the lack of reflections. Also, I would add some spotlights to the scene to get sharp highlights since HDRI light is quite diffuse.

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Message 17 of 21

n_maasdijk
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Well, your advice did help a bit, i do get faint textures now. But it is still not as sharp as i would have hoped. Do you have any more advice? Or how would you encase a large object wich i have to look at from 360 degrees? since a backdrop would not suffice in that situation.
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Message 18 of 21

animator75Q89LC
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Accepted solution

To encase the whole scene I would use an HDRI image in the enviroment slot and then render the image with an alpha channel, that way I can later use photoshop or in my case Affinity to add any backgrund I want, including a solid color.

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Message 19 of 21

n_maasdijk
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Thanks!
I have been using an HDRI in the inviormeant slot since this morning and its a lot clearer then a skydome with HDRI. But i dont render with an alpha channel but can choose a solid color with the arnold renderer. Do you think this is the same quality or is your way a higher quality?
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Message 20 of 21

animator75Q89LC
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Contributor

I would sa that the quality is probably the same. Rendering with an alpha channel however makes it easer to change background if your client changes their mind about the color of the background. 🙂

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