#Reflections from Metals
14 messages in this thread
To All,
How can I get those nice reflections from the flat faces of metals. When I do
flying logos and such, everything looks great (the curved areas) except for the
front which just seems kinda dull and monotone. I know it can be done because
I've seen it many times on the 3D Studio demo tapes.
Thanks
Don
There are a few ways to go about this Don, but perhaps the quickest and easiest
is to take the RefMap you are using into a paint program and *increase* it's
level of detail quite a bit. What I mean by that is to "busy" it up as much as
possible by tiling, cutting, pasting, etc. Now apply that map to just the flat
faces of your logo. This should bring some of the detail into the flat faces
you are looking for. Granite.cel is a map I often use as the basis for this
kind of thing.
Another good trick to increase the "spin" on your RefMapping is to link the
*entire scene* to a dummy and rotate the dummy any time you want increased
movement in the RefMap.
Have fun!
-Alan
Alan,
It worked !!!
I tried your suggestion and used GRANITE.CEL for a RefMap instead of GOLD.GIF
and couldn't beleive my eyes. I was a bit skeptical at first, but it's amazing
how a .CEL file which essentially looks like a bunch of static could give me
the smooth metalic reflections I was looking for, when used as a RefMap. This
definately qualifies as the 3D Studio tip of the week.
Would you go into a little more detail regarding your second idea. I haven't
tried it yet, but if I link the entire scene (lights, cameras, objects) to a
dummy object and rotate the dummy, how will this change the way the object
reflects and/or appears?
Thanks
Don
Don,
>> but if I link the entire scene (lights, cameras, objects) to a
>> dummy object and rotate the dummy, how will this change the way the object
>> reflects and/or appears?
When Alan was helping you out with reflections he was alluding to the way
3DS does Spherical Reflection Maps. The image used for this reflection map
is applied to the object as if the image were wrapped in a sphere around
your whole scene. The angle of the objects faces to this imaginary sphere
will determine what part of the object recieves which part of the ref map.
Understanding that will show you why the objects curved faces recieve more
of the ref map. So… busy up the ref map for the flat faces that wouldn't
normally recieve enough of the old ref map.
Now imagine if everything in the scene were spinning but this ref map. Only
the reflection will appear to move!
Great techniques, have fun with it.
Ralph
Ralph,
O.k., now I get it.
The problem was that I always visualized maps as being absolutely bound to the
objects they were applied to. If you move the object, you move the map. Until
now, I never imagined RefMaps as being wrapped around a scene in a sphere and
leaving the object free to move within.
Thanks for the explanation.
Don
>> Thanks for the explanation.
No problem, but thank Alan… his insight into better 3DS reflections is the
kind of stuff you can't get from the manual.
Ralph
I'm glad it worked for you, Don.
RalphF's explanation says it all (thanks, Ralph!…)
-Alan
>> RalphF's explanation says it all
I wouldn't go that far <g> …and PMFJI!
Ralph
Hey, JI anytime!<g>
-Alan
<<Granite.cel is a map I often use as the basis for this kind of thing.>>
I've said it before and I'll say it again. This image HAS to be renamed
ALAN.CEL. <g>
Now getting back to what I'm really butting in for. I can get the "cell"
animation on Betacam SP (NTSC). Will that be fine for the video night?
DaviD "reflecting granite" GouID
>>…ALAN.CEL…<<
<g> You crack me up, David!
Uh, we probably won't have a BetaSP deck at the party, but it's a good first
step as it can be easily duped to VHS. If you cannot find anyone to do it, I
may know someone who can do it for you.
Lemme know…
-Alan
Greg could probably handle it at his open house, eh?
Dave
Uh-huh…
-Alan
Dave:
>> Greg could probably handle it at his open house, eh?
Simple! But that would be Monday, and I think he wants it for Sunday night.
Get it to me beforehand, though, and I could dub it and bring it to the party.
Greg Pyros