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Bump/Normal on top of base material

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Message 1 of 6
dlVARTY
381 Views, 5 Replies

Bump/Normal on top of base material

dlVARTY
Contributor
Contributor

Hi



I'm trying to achieve a knurl patern on this metal part here.:

I tried stacking second material using only a normal channel on top of the base metal material. This is not working the way I expected.

How would you achieve somehting like this? Is it even possible to apply a normal map on top of a material like a sticker?
dlVARTY_0-1701514013106.png

 

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Bump/Normal on top of base material

Hi



I'm trying to achieve a knurl patern on this metal part here.:

I tried stacking second material using only a normal channel on top of the base metal material. This is not working the way I expected.

How would you achieve somehting like this? Is it even possible to apply a normal map on top of a material like a sticker?
dlVARTY_0-1701514013106.png

 

5 REPLIES 5
Message 2 of 6
peter.fagerberg
in reply to: dlVARTY

peter.fagerberg
Enthusiast
Enthusiast

Maybe I'm misunderstanding, but it's definitely doable. Here's an example of how the guys (and gals!) at Greyscale Gorilla do it. Displacement is, of course, optional. Hope it helps!

Maybe I'm misunderstanding, but it's definitely doable. Here's an example of how the guys (and gals!) at Greyscale Gorilla do it. Displacement is, of course, optional. Hope it helps!

Message 3 of 6
dlVARTY
in reply to: peter.fagerberg

dlVARTY
Contributor
Contributor

Hi Peter, thanks for the answer.
Perhaps this graphics show my intentions a little better:

I want to stack the knurl pattern on top of an existing material. I was wondering if I could create materials existing only of the normal channel, that would be added to the underlying material.

dlVARTY_0-1701679244863.png


I tried creating a material B:

dlVARTY_1-1701679432759.png

but this results in this:

dlVARTY_2-1701679530776.png

I tried this:

dlVARTY_3-1701679662581.png

Which results in this:

dlVARTY_4-1701679681190.png

 

I tried this:

dlVARTY_5-1701679938063.png

which results in this:

dlVARTY_6-1701679951794.png

And the most obvious, copying the base material, add the knurl texture to the normal channel and remap it:

dlVARTY_7-1701680105873.png

dlVARTY_8-1701680163123.png
This kinda works, however because i had to remap and scale the material B, the surface structure looks way different than Material A.

 

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Hi Peter, thanks for the answer.
Perhaps this graphics show my intentions a little better:

I want to stack the knurl pattern on top of an existing material. I was wondering if I could create materials existing only of the normal channel, that would be added to the underlying material.

dlVARTY_0-1701679244863.png


I tried creating a material B:

dlVARTY_1-1701679432759.png

but this results in this:

dlVARTY_2-1701679530776.png

I tried this:

dlVARTY_3-1701679662581.png

Which results in this:

dlVARTY_4-1701679681190.png

 

I tried this:

dlVARTY_5-1701679938063.png

which results in this:

dlVARTY_6-1701679951794.png

And the most obvious, copying the base material, add the knurl texture to the normal channel and remap it:

dlVARTY_7-1701680105873.png

dlVARTY_8-1701680163123.png
This kinda works, however because i had to remap and scale the material B, the surface structure looks way different than Material A.

 

Message 4 of 6
peter_horvath
in reply to: dlVARTY

peter_horvath
Autodesk
Autodesk
Accepted solution

When you stack materials, you mix the entire material, not just the normal part. Think about it as a layer shader with the two materials. The projection/scale in the texture tag also affects the entire material.

What if you apply the projection and scale directly on the normal map with the uv_projection and uv_transform shaders?

peter_horvath_0-1701684830039.png

 


// Peter Horvath
// C4DtoA developer
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When you stack materials, you mix the entire material, not just the normal part. Think about it as a layer shader with the two materials. The projection/scale in the texture tag also affects the entire material.

What if you apply the projection and scale directly on the normal map with the uv_projection and uv_transform shaders?

peter_horvath_0-1701684830039.png

 


// Peter Horvath
// C4DtoA developer
Message 5 of 6
dlVARTY
in reply to: peter_horvath

dlVARTY
Contributor
Contributor

Hi Peter, thanks for your input.

 

It's the answer I expected but not the one I was hoping for.

The uv_projection node doesn't seem to do anything. The texture uses the TextureTags Projection method. Is there anything I'm missing?:

dlVARTY_0-1701722056493.png


The documentation on this node seems to have all the pictures missing: https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_core_ac_uv_projection_html

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Hi Peter, thanks for your input.

 

It's the answer I expected but not the one I was hoping for.

The uv_projection node doesn't seem to do anything. The texture uses the TextureTags Projection method. Is there anything I'm missing?:

dlVARTY_0-1701722056493.png


The documentation on this node seems to have all the pictures missing: https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_core_ac_uv_projection_html

Message 6 of 6
peter_horvath
in reply to: dlVARTY

peter_horvath
Autodesk
Autodesk

The projection in the Texture Tag overrides the shader, you have to set it to UVW.

Also note that you might not see the proper projection in the viewport as I don't think the uv_projection shader is supported in the viewport code. But should be fine in the render.

 


// Peter Horvath
// C4DtoA developer
0 Likes

The projection in the Texture Tag overrides the shader, you have to set it to UVW.

Also note that you might not see the proper projection in the viewport as I don't think the uv_projection shader is supported in the viewport code. But should be fine in the render.

 


// Peter Horvath
// C4DtoA developer

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