I am working on some motion designy renders and i was wondering: whats the best way to have control over edge shininess?
But this workflow seems a little too time consuming, so i was wondering if there is another workflow that allow me to have precise control over edges shininess.
(the texture now is applied with triplanar mapping)
thanks!
as you can see the edges of my shape are not really shining. one possibility is to make 2 materials and the one applied to the edges crank up the index. Extra shiny edges workflow
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If I interpret you correctly and you mean a bigger, brighter highlight on the beveled edge of the object, I guess I'd go for making a slightly wider bevel, and make sure the light source is sufficiently bright, big and in the correct position. And if you then get a bright enough highlight, you can enhance it with some bloom and/or glare in the post effects.
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- turtles123
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you got me correctly Awolism. What i did for now is render out a direct reflection pass, i CC that to keep only the bevel edges highlights.
The main reason why i asked is that once i saw a guy on corona doing this:
Select all the edges with a dirt shader (i dont rememeber whats the name of the dirt shader in corona) and then he feeded the dirt in the bump, in that way he got an extra line of light on the edges. so i was wondering if there is something like that in octane.
i tried to replicate the same in octane but i think that the bump doesnt recognise the dirt node...
anyway i realise this is not the best example to have super shiny bevels, the model is too small and there is too much light in general so make it pop.
The main reason why i asked is that once i saw a guy on corona doing this:
Select all the edges with a dirt shader (i dont rememeber whats the name of the dirt shader in corona) and then he feeded the dirt in the bump, in that way he got an extra line of light on the edges. so i was wondering if there is something like that in octane.
i tried to replicate the same in octane but i think that the bump doesnt recognise the dirt node...
anyway i realise this is not the best example to have super shiny bevels, the model is too small and there is too much light in general so make it pop.