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Usecase: creating metals

PostPosted: Thu Sep 09, 2010 7:42 pm
by matej
Hi there!

Here I'm trying to create some metals and I would like some input from more experienced users.
I'm not new to CG, but I'm new to unbiased physically correct renderers. My crappy hardware wasn't allowing me to experiment much with those, until Octane came around :lol:

So, I went to create a copper material with oxidation flecks. Most metals exhibit colored reflections, so I had to create a RGB texture for the specular channel. The software I'm used to from my previous experiences, has basically two parameters for specularity: specular color and specular intensity, that are controlled separately. In Octane there's only a 'specular' slot, so how is the needed info extracted from the texture? I guess that the tex color saturation controls the tint of the reflection and the tex is converted to BW for intensity?

Here are the textures I used in this example.

teksture.jpg


The diffuse and normal are self-explanatory. The specular tex is tinted pink to give more pinkish reflections instead of orange, and I desaturated the oxidation spots to have a neutral (noncolored) reflection there and darkened them to lower the power of reflection. Does this sound logical?

rendering.jpg


Next I mixed the specular node with a RGB color to further control the tint of the reflection inside Octane. Don't mind the second pot, it's there just for company. :)

So, it would be nice if other users would chip in their tips on metal creation, or materials in general, so that newcomers (like me) could learn from them. There were some pleas for tutorials lately, so we could use this thread to gather tips and then extract a tutorial out of it? Anyway if you have the time and will, feel free to use the attached scene, modify it and then post your results and explanation here. Or add your own samples.

copper_beta22.zip
scene + textures
(3.95 MiB) Downloaded 499 times


Just for the reference, here's a shot of this scene, that I think is kinda nice (its of lower quality because I didn't let it render long, but anyway)
copper_oct4.jpg

Re: Usecase: creating metals

PostPosted: Thu Sep 09, 2010 9:35 pm
by radiance
would you mind sharing this scene ?
(OBJ + textures), i really love the floor plane and it's texture, it's much better than our current material ball floorplane grid texture.

if you don't want to share it publically, you could mail it to us, contact details are on the about us page...

Radiance

Re: Usecase: creating metals

PostPosted: Thu Sep 09, 2010 10:01 pm
by matej
The scene is already attached above the last picture, with textures and everything ;)

One of the points of this thread is to share knowledge of creating materials, with appropriate files included, if possible.

Just note, that the floor texture has those arrows with '1BU' on it - which are meant to give object scale reference in Blender Units. I can remove those and post the texture without

Re: Usecase: creating metals

PostPosted: Sun Sep 12, 2010 5:30 am
by SurfingAlien
Thanks, it's always good to see how others are working with Octane

cheers,
A

Re: Usecase: creating metals

PostPosted: Sat Oct 30, 2010 1:29 pm
by irene
Hi matej, thank you very much for this excellent resource to learn from! :D

Re: Usecase: creating metals

PostPosted: Sat Oct 30, 2010 2:13 pm
by matej
No problem.
This thread didn't evolve in what I hoped, but at least is useful to someone ;)

Re: Usecase: creating metals

PostPosted: Sat Oct 30, 2010 3:42 pm
by steveps3
excellent. The only thing I would say is that things made of copper do not normally use a plating technique. The object would be solid copper.

Re: Usecase: creating metals

PostPosted: Mon Feb 07, 2011 10:04 pm
by PolygonPusher
Matej I'm just learning Octane ("and CG in general") and this is very helpful to read. I hope to see more people with your kind of attitude here.

I have to agree with radiance I'm gonna use your floor plane. BU = Blender Unit?

Thanks again
- Josh Chernoff aka PolygonPusher

Re: Usecase: creating metals

PostPosted: Mon Feb 07, 2011 11:45 pm
by matej
Cool.
BU = Blender unit, yes, but you must also know the scale factor you used to export, to get the picture how big is the object in Octane world.