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Clay Material
Posted: Thu Mar 03, 2011 1:33 pm
by oguzbir
Here are the renders to promote my Clay material which is already uploaded to LiveDB.
I've already put a turntable Which can be viewed HD but directly on the vimeo site.
The material can be improved with the help of a noisy bump and normal bump map.
In this case I've tested this material with the help of a bump map that Jeff Patton has posted in his blog that has been created few years ago.
Jeff is great. I've learned much from him. And here I must share his contribution to us. His blog should not to be missed.
http://jeffpatton.cgsociety.org/blog/3930
In order not to steal the map, I haven't put the mapped verison at liveDB. You might do that on your own.
In the image below, you can see the improved version of the material. But the image below can give you a clue about the nodegraph flow to be followed.
[vimeo]http://www.vimeo.com/20596615[/vimeo]
Re: Clay Material
Posted: Thu Mar 03, 2011 10:20 pm
by er_beppe

great material! congratulations, you do see the details of the settings?

Re: Clay Material
Posted: Thu Mar 03, 2011 11:41 pm
by kubo
nice material, with some tweaking it could be used as a base material for skins.
Re: Clay Material
Posted: Fri Mar 04, 2011 12:14 am
by oguzbir
Thank you!
@er_beppe
if you would like to see the settings as in the node graph.
Drop me A PM with your mail address and I send it to you.
Re: Clay Material
Posted: Fri Mar 04, 2011 11:36 am
by ironelix
Hey Oguzbir very nice test..You can post the material setting? (mix material amount ecc ecc) ..one question...the image in the normal channel automatically invalidate the image in bump channel. test without..should not change the result
Re: Clay Material
Posted: Fri Mar 04, 2011 12:49 pm
by Phr0stByte
Nice one! I have duplicated this mat in mental ray before, but I didn't think about trying it in Octane!
Re: Clay Material
Posted: Sun Mar 06, 2011 12:10 am
by oguzbir
ironelix wrote:Hey Oguzbir very nice test..You can post the material setting? (mix material amount ecc ecc) ..one question...the image in the normal channel automatically invalidate the image in bump channel. test without..should not change the result
Ok let me tell about the node flow.
First you should link the RGB Spectrum color to the 2nd node of the diffuse material in order to create the fake SSS effect.
What I see from your node flow is that RGB spectrum is linked to the diffuse color node of the diffuse material.
The connected RGB color, that creates fake SSS effect generally tends to work the opposite of the main diffuse color channel.
Lets say you have a warm color as diffuse color then you have to link a RGB color opposite of the diffuse colour.
in this case diffuse color is a pinkish yellow. and the Translucent ( fake sss) color needs to be bright blue and a bit of green. Please test with pathtracing on and with an HDR image lighting the scene.
Next I've created the normal map from the bump using Nvidia's photoshop normal map filter. google it and you'll find it.
Be sure to use the normal map as a image not a floatimage. This gives good bump effect.
And I already use the black and white map as the additive bump map.
And again using the inverted bump map in the mix material's mix node.
You'll understand more if you have a look at my Clay material in the liveDB as a referance.
Cheers,
Re: Clay Material
Posted: Sun Mar 06, 2011 12:39 pm
by ironelix
..nice work
