#Silver
10 messages in this thread
Could someone suggest settings for a good silver material please
TIA
Mark
>>for a good silver material please
I like the 'chrome blue sky' texture. It's in 3DS.MLI. Make sure you render in
'Metal' mode. Looks pretty much like shiny silver to me.
J
Hi
Thanks for the quick reply, I'm using 3ds 2.
What do you mean by 'Metal' ?
TIA
Mark
"What do you mean by 'Metal' ?" Uh, can't tell you. Only release 3 has it!
Flat/Gouraud/Phong/Metal. Uses the "Cook/Torrance" illumination model.
Similar to Phong in qulaity and rendering time, but it produces a metallic
effect due to the way the specular highlight flares to white. So sayeth the
manual.
Nik
Oh – I should have known.
The Cook-Torrance illumination model give a nice off-specular peak for high
angles of incidence. The the specular term is based on the light's wavelength
and angle of incidence. At small angles of incidence, the specular term is the
same color as the metal, while at large angles of incidence, it is closer to
the color of the light.
Much nicer than the monochromatic specular term used in the Phong illumination
model.
Any chance that we'll see anisotropic textures in R4?
Evan
Evan,
<< anisotropic textures in R4? wish.. >>
got it.
jonas[adesk]
>>Thanks for the quick reply, I'm using 3ds 2.
>>What do you mean by 'Metal' ?
Uhhh, I mean you need to upgrade to R3…
I never really liked the 'silver' I was getting in R2.
Jim
thanks for your help
I would go to r3 but it's not my budget I'm afraid.
Mark
Just did some gold and silver bars for a project last month.
FOR:Silver:
Ambient Diffuse
R 120 126
G 114 116
B 110 103
Use Metal render mode in release 3; if in release 2 you can set the phong mode
but set specular to a dull gray.
Shininess: 75
Shin Strength: 77
Refl. Blur: 30
Refl. MAP: REFMAP.GIF at 25
This material works good for a flat bar with some shininess on curved edges.
For silver ware and dishes I got that polished silver look by just replacing
the REFMAP.GIF with automatic reflection at 60, assuming there are other things
in the scene to create a reflection.
Increase the reflection blur to 67 for a slight haze to it.
Excellent
I'll try this
Mark