Texture question

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Texture question

Postby merck » Wed Jun 14, 2017 3:46 pm

merck Wed Jun 14, 2017 3:46 pm
Hi Guys, I'm not sure if i'm in the right board, but I'm stuck creating a texture. I'm trying to recreate a metallic print. Such as a beer bottle label. Thought When I use a mix material with one material containing the artwork (print) and another a metallic material (like silver) I can not seem to get the adjustments right with falloff / dirt maps etc. Either the print is very vague and the shinyness of the metal is very visbible, or the other way around. But never a shiny image. Here is the label I'm trying to recreate:

Any thoughts?
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Straight on Bottle.jpg
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Re: Texture question

Postby bepeg4d » Thu Jun 15, 2017 10:15 am

bepeg4d Thu Jun 15, 2017 10:15 am
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Re: Texture question

Postby merck » Thu Jun 15, 2017 1:32 pm

merck Thu Jun 15, 2017 1:32 pm
Yes?
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Re: Texture question

Postby bepeg4d » Thu Jun 15, 2017 1:35 pm

bepeg4d Thu Jun 15, 2017 1:35 pm
Hi merck,
oops, sorry, my mistake while posting :(
do you mind to share a screenshot of the node editor?
Are you using a map to drive the amount in the mix?
ciao beppe
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Re: Texture question

Postby merck » Fri Jun 16, 2017 8:22 am

merck Fri Jun 16, 2017 8:22 am
Sure: see attachement:


Now, I understand that with the way the node is setup, i'm not actually making the image-shader "shine" or giving it a metallic overlay on it's own, but rather blending parts of the edges with a silver shader.
But I can't seem to get a nice metallic gloss on the image-shader itself texture any other way....which is what I'm actually after - to give the image texture a nice metallic shine/gloss.
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node.jpg
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Re: Texture question

Postby bepeg4d » Fri Jun 16, 2017 8:50 am

bepeg4d Fri Jun 16, 2017 8:50 am
Hi merck,
I doubt that the Dirt shader is a good choice here.
My suggestion is to use the same texture label filtered with dome nodes in the amount of the mix material, in this way, you can shine up the metal parts with a more realistic blending.
You can try with the new Comparison node to mask the metallic parts, or dimply with a color correction node to get the mask without using Photoshop or Gimp.
I would also add a bit of bump or normal map.
ciao beppe
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Re: Texture question

Postby merck » Fri Jun 16, 2017 8:55 am

merck Fri Jun 16, 2017 8:55 am
HI Beppe,

Yeah I see what you mean. I have another label that works like that. Some parts are silver printed, other parts full color. With that I use a seperat alpha for the shiny parts. The thing with this belly label is that every color has a metallic overlay / extra print layer (or however this works when printing) Or is that not what you meant?

I'm not familiar with the comparison node, i'm running 3.033-R1 of the octane plugin for cinema. If it's in there, could you give some more input on where to find it/use it?

Thanks for the reply anyway!
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Re: Texture question

Postby merck » Fri Jun 16, 2017 9:07 am

merck Fri Jun 16, 2017 9:07 am
- Just updated to 3.06 and I see a few new nodes to explore. Amongst which is the compare node....
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Re: Texture question

Postby bepeg4d » Fri Jun 16, 2017 9:12 am

bepeg4d Fri Jun 16, 2017 9:12 am
Hi merck,
for Comparison node you need to switch to v3.06.2.
But from what you are saying, I don't think that is the right choise in this case, as it is more ideal for sharp masking.
I would try with the label and Color correction node in amount, reducing contrast and black level. In the glossy material, remove the label from diffuse and use black, plug the label with high brightness is the specular pin in RGB mode to have more interesting reflections, and play with the Index value.
ciao beppe
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Re: Texture question

Postby merck » Fri Jun 16, 2017 9:22 am

merck Fri Jun 16, 2017 9:22 am
Yes, Yes, there we go....now I'm getting some promising results. That last post got me going in the right direction.

Thanks a million Beppe!
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