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Texture question

PostPosted: Wed Jun 14, 2017 3:46 pm
by merck
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?

Re: Texture question

PostPosted: Thu Jun 15, 2017 10:15 am
by bepeg4d
merck

Re: Texture question

PostPosted: Thu Jun 15, 2017 1:32 pm
by merck
Yes?

Re: Texture question

PostPosted: Thu Jun 15, 2017 1:35 pm
by bepeg4d
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

Re: Texture question

PostPosted: Fri Jun 16, 2017 8:22 am
by merck
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.

Re: Texture question

PostPosted: Fri Jun 16, 2017 8:50 am
by bepeg4d
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

Re: Texture question

PostPosted: Fri Jun 16, 2017 8:55 am
by merck
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!

Re: Texture question

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

Re: Texture question

PostPosted: Fri Jun 16, 2017 9:12 am
by bepeg4d
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

Re: Texture question

PostPosted: Fri Jun 16, 2017 9:22 am
by merck
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!