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Setting up A complex Material / Shader

PostPosted: Fri Jul 24, 2015 3:05 pm
by eyelovemotion
I have to set up a shader where the most part of the texture ist diffuse-glossy and certain areas shine like gold.
is is possible to mix both in one octane material?
i would know how to set this up in cinema 4d. i would do that with greyscale image of the texture an define where
it is really golden ( white in greyscale) and diffuse golden with more geyish color in the ramp.

the darker yellow areas on the texture is where it must be really glossy.

i upload the image.

thanks for your help in advance

Re: Setting up A complex Material / Shader

PostPosted: Fri Jul 24, 2015 3:39 pm
by glimpse
hi there =)

Yeah You can do that with Octane too, much like You already told. Simply make different GLOSSy materials & then mix those using.. MIX material. while adding masks You can also make bump/normal maps to give a bit of emboss/de-boss effect as that label probably isn't flat.

Paste some progress mapped on let's say simple cylinder & we can give You more tips, c&c.

Good Luck! =)

Re: Setting up A complex Material / Shader

PostPosted: Sat Jul 25, 2015 7:25 am
by bepeg4d
hi,
the issue in doing this with just one material is that you need different IOR values for the different parts and is not currently possible to assign mask maps to the IOR node.
As suggested by Tom, you need to use a mix material with a mask map in the amount channel derived by the graphics in order to separate the different materials ;)
ciao beppe

Re: Setting up A complex Material / Shader

PostPosted: Sun Jul 26, 2015 5:57 pm
by eyelovemotion
heyyyyyy. tank you! u found out maself before reading your answers. thank you!
here is a screenshot. its a combination of mix and mix and mix..;) always with masks in the alpha channel.
i uses the node editor. it`s simple...
The picture isnt perfect yet. long way to go with the labels..