CompuServe Thread

Any BRASS out there?

12 messages in this thread
#66669From: James TichenorNov 15, 1993 9:12 PM
Everyone seems so cool about answering my questions that I want to post another (free advice is hard to find <g>). I'm trying to create a good looking brass material, but am stuck. Everything I make comes out too gold. I can't get a feel for brass – kinda gold, but tarnished, very shiney, with all kinds of white highlites. That's what I'm thinking of but I hate how it turns out. Does anyone have a favorite brass that they'd be willing to share the recipe to? Hey, that's an idea – a 3D Studio recipe book – "125 parts red, 104 parts blue, just a smidge of green. Add 3/4 parts self-illumination, stir in one 'brick' bmp texture map, 75% dilluted, or you'll throw the tenderness off…" Something like that (don't try to mix this one – it means nothing!) Oh well, another idea…. Thanks! James
#66759From: Mike KelleyNov 16, 1993 10:58 AM
I'm going to guess you don't have R3, because the tutorial (with the lamp) has some good brass materials defined — if you have it, I'd be surprised you can't get something quite easily using the metal shading mode (even *I* can get brass fairly easily with it). So, I guess the answer is to get R3…
#66802From: James TichenorNov 16, 1993 1:24 PM
<<(even *I* can get brass fairly easily with it).>> Hey, is that a shot at my crappy artistic skills? <g> I do have R3, but have yet to "master" metal shading. It looks great in the MAT-ED, but then when rendered, it looks like a block of… orange wood.
#66950From: ALAN IGLESIASNov 17, 1993 10:27 AM
PMJI, James, but as you have discovered, getting flat geometry to look "reflectively metallic" can be pretty difficult. Flat geometry just doesn't sample reflection maps *or* show specular highlights like rounded mesh does. What to do? You could try slightly rounding the faces of your mesh if your model specs allow. If it *must* stay flat, use a very "busy" reflection map so the flat faces sample more gradient areas. Also, you could designate an omni light (that has exclusion active for all other geometry) for highlight purposes only. Coupling this with a good mettalic shading should give you some more metallic quality to your material. Hope this helps a little, -Alan Iglesias
#66986From: James TichenorNov 17, 1993 2:03 PM
Alan, thank you very much for all the tips. Fabulous nuggets! Yes, I am redoing my handles with a bit of a curve – and I also like the thought of an exclusive omni light for hilighting… Thanks again and I'll let you know how it works. James
#66991From: ALAN IGLESIASNov 17, 1993 2:57 PM
Glad to help, James. -Alan
#66958From: Ralph F. FrantzNov 17, 1993 11:06 AM
>> I do have R3, but have >> yet to "master" metal shading. It looks great in the MAT-ED, but then when >> rendered, it looks like a block of… orange wood. James, Metal shading is VERY dependent on lighting. Check out SHINY.3ds (or was it GOLD.3ds ?) anyway the one with the text "3DS" (sorry I'm not at my Studio computer) and experiment with the lighting. It is wonderful as it sits, but if you move around the lights you can quickly detroy the effect…you can learn alot that way! -Ralph
#66987From: James TichenorNov 17, 1993 2:03 PM
<<Check out SHINY.3ds (or was it GOLD.3ds ?) anyway the one with the text "3DS">> I will. Thanks for the tips to BRASS. And the lighting tip is what I think I was missing. It's funny – I spent a year lighting film sets, but now it's the last thing I think of when creating a 3DS scene… I don't know why…
#66996From: Ralph F. FrantzNov 17, 1993 3:16 PM
>> I spent a year lighting film sets… James, Now you have your own film set inside your monitor! I'll bet the lights are a easyer to move around also. <g> You are welcome…and good luck ( heck, you'll probably be telling us tips on lighting soon) -Ralph
#67169From: James TichenorNov 18, 1993 2:10 PM
Yep, the lights are way more flexable, but it takes a time to get used to them, to adapt what I know in the physical world to the rules of the virtul world. Anyway, I took yours and others tips about brass and wouldn't you know it – it looks GREAT! Thanks again for all the help. I think I'll dedicate my first virtual movie to the ASOFT Forum! James
#66965From: Mike KelleyNov 17, 1993 11:29 AM
No, not a shot — just an assessment of MY crappy skills. If it looks great in Mat-Ed but bad when rendered, I suspect your lighting is the problem. I've had a lot of great materials that looked so-so until I had better lighting. Also… I know this is pretty obvious but you're not going to get good brass effects with flat objects unless you're moving the camera or lights — need to see those highlights. If you're literally have a "block" then you may need to position your camera/lights just right to see the highlights (I find that with flat objects you MUST have movement of the object/lights/cameras to get good highlights). Then again, I may not know what I'm talking about…
#66988From: James TichenorNov 17, 1993 2:03 PM
<<Then again, I may not know what I'm talking about…>> No, no. You're right on the button. I've gotten excellent advise from you and the others here. I think I know what I need to make this BRASS brass. I'll let you know… James