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Re: 65gto
Posted: Mon May 24, 2010 2:20 pm
by radiance
the fleck looks really good

did you clamp it ?
Radiance
Re: 65gto
Posted: Mon May 24, 2010 2:51 pm
by xtrm3d
Merci, Nope. It is just a mix function in the specular channel. Two different shade of gray , the mix value is driven by a procedural
"" Did not found the clamp function ...

""
Re: 65gto
Posted: Mon May 24, 2010 4:31 pm
by radiance
xtrm3d wrote:Merci, Nope. It is just a mix function in the specular channel. Two different shade of gray , the mix value is driven by a procedural
"" Did not found the clamp function ...

""
it's called clamptexture and it only passes values between min and max parameters.
Radiance
Re: 65gto
Posted: Fri Aug 13, 2010 8:17 pm
by jbeau3d
Can you elaborate a little more on this setup Radiance? Was messing around with this setting but its not giving me the results I desire.
Was trying glossy/spec/clamp texture-->input/turbulance. This what you had in mind?
then messing around with settings.
Re: 65gto
Posted: Sat Aug 14, 2010 5:55 am
by nreidt
Radiance are we ever going to be able to stack up reflections?
In order to do a proper metallic paint you need a very blurry metal shader with a shiny gloss coat on top. Those metallic flecks show the problem perfectly, especially at the glancing angles where the fresnel of the gloss coat would take over and you wouldn't see the flecks anymore.
In maya I usually do this by just piping the out color of one shader into the diffuse of another (along with some trickery here and there).
Re: 65gto
Posted: Wed Feb 09, 2011 6:41 am
by xtrm3d
heheh i am still hanging around ..
should probably be finishing the modelling first ,
but i really did want to test the new version of octane