CompuServe Thread

#Silver

10 messages in this thread
#89512From: Mark CarterMar 7, 1994 2:54 PM
Could someone suggest settings for a good silver material please TIA Mark
#89540From: Jim LammersMar 7, 1994 4:35 PM
>>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
#89541From: Mark CarterMar 7, 1994 4:44 PM
Hi Thanks for the quick reply, I'm using 3ds 2. What do you mean by 'Metal' ? TIA Mark
#89582From: Nik Grant [adesk]Mar 7, 1994 6:56 PM
"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
#90286From: Evan Yares [WeirdTM]Mar 10, 1994 4:02 AM
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
#90320From: Jonas Ruikis [ADESK]Mar 10, 1994 8:56 AM
Evan, << anisotropic textures in R4? wish.. >> got it. jonas[adesk]
#89611From: Jim LammersMar 7, 1994 9:18 PM
>>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
#89876From: Mark CarterMar 8, 1994 2:50 PM
thanks for your help I would go to r3 but it's not my budget I'm afraid. Mark
#89676From: Don LandisMar 7, 1994 11:54 PM
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.
#89878From: Mark CarterMar 8, 1994 2:51 PM
Excellent I'll try this Mark