Chaos Corona Forum

Chaos Corona for Cinema 4D => [C4D] General Discussion => Topic started by: bango74 on 2018-02-27, 11:06:54

Title: Moquette material
Post by: bango74 on 2018-02-27, 11:06:54

Hello, I am trying to replicate this material in the best possible way, but I am sincerely not satisfied at all, I willingly accept advice on how to approach this material, I would like to get as close as possible to reality, thanks.
Title: Re: Moquette material
Post by: maru on 2018-02-27, 12:11:41
This effect is actually pretty complex in real life. There are tiny strands there, which reflect and refract lights. Some patches are brighter, and some patches are darker, because the strands are facing different directions. It could be probably "faked" by using a contrasty normal map, but it would not recreate the complex effects like refraction, sss, etc. I will try returning here with some ideas, but maybe in the meantime other users will have some feedback.

I also remember similar topics in the 3ds Max section, so it may be worth searching for that.
Title: Re: Moquette material
Post by: bango74 on 2018-02-27, 12:43:46

Yes, it is very complicated as a shader, I try to see in the forum 3dmax as you advised me hoping that in the meantime someone has some tips to give me, thanks maru
Title: Re: Moquette material
Post by: Eddoron on 2018-02-27, 19:19:18
It's been quite a while since I last touched/scrubbed my feet knowingly over such a surface, so I don't have an exact image of how it behaves in my head.
I'd follow what maru said. In my opinion, the secret lies in the correct normal map together with matching spec/gloss.
I did a little test with very low gloss and a noise shader with some normally colors applied.
There are of course a lot, more layers to add to make it look convincing. Anisotropy and maybe a direction map might be required too.
Do you need it for an animation or a still? If it's for an animation, I'd try the furry route. You should be able to get away with simple flat, few segment geometry for the strands.
Title: Re: Moquette material
Post by: bango74 on 2018-02-27, 22:26:27
hello eddoron, you only image still, however today I tried to improve it I'm still not 100% satisfied ...
I worked above all on diffuse levels and inserted a normal, so far no reflection.
Title: Re: Moquette material
Post by: Eddoron on 2018-02-28, 00:30:31
I'm not sure if I understand you correctly.
Title: Re: Moquette material
Post by: maru on 2018-03-01, 14:35:06
Here is an idea (which I have already tried, but my 3ds Max crashed):
-use one color for normal direction 1
-use slightly different color for normal direction 2
-mix those 2 colors using a sharp mask
-plug this into bump slot
Seems to work fine. You can additionally add a falloff kind of map into the diffuse slot, and/or enable reflectivity with low glossiness.
Title: Re: Moquette material
Post by: Eddoron on 2018-03-01, 18:40:32
Is my pic invisible?
Title: Re: Moquette material
Post by: Beanzvision on 2018-03-01, 20:03:50
I saw your pic ;) Looked good!

I think anisotropy would also play a helping hand in this matter. Texture loaded into anisotropy highlights, gloss around .3, fresnel increased.

Just a thought...
Title: Re: Moquette material
Post by: bango74 on 2018-03-01, 21:24:14

Thanks to all the suggestions and support, I think I will continue to use my material trying to modify it according to the tips received from beanzvision, as soon as I can place something.
Title: Re: Moquette material
Post by: maru on 2018-03-02, 13:47:35
It seems that Beanzvision's material looks really close to the reference!
Title: Re: Moquette material
Post by: Eddoron on 2018-03-02, 22:53:16
I like it
Title: Re: Moquette material
Post by: bango74 on 2018-03-04, 21:59:32

I wanted to kindly ask to beanzvision if you can kindly post the parameters and the shader used to get to that result, I honestly tried to improve it but I still can not get close to your result, thanks
Title: Re: Moquette material
Post by: Beanzvision on 2018-03-04, 22:09:39

I wanted to kindly ask to beanzvision if you can kindly post the parameters and the shader used to get to that result, I honestly tried to improve it but I still can not get close to your result, thanks

I'm not at my PC right now but from memory I had a grunge style texture loaded into the anisotropy highlights set at 90, Anisotropy was .2, reflection was softened down to .3 and fresnel was increased (can't remember that figure). You'll have to adjust that until you're happy with the look. Hope that helps. Keep us updated with some tests :)
Title: Re: Moquette material
Post by: Eddoron on 2018-03-04, 22:34:57
Quote
kindly
x2

Don't! he's manipulating you.

(https://i.pinimg.com/564x/d7/f3/62/d7f36216dba4f65b4c6c984baea7ab72--bioshock-art-nerdy-tattoos.jpg)

Title: Re: Moquette material
Post by: Beanzvision on 2018-03-04, 23:00:30
Quote
kindly
x2

Don't! he's manipulating you.

(https://i.pinimg.com/564x/d7/f3/62/d7f36216dba4f65b4c6c984baea7ab72--bioshock-art-nerdy-tattoos.jpg)
😂 I'm screwed now!!
Title: Re: Moquette material
Post by: bango74 on 2018-03-05, 09:53:37

thanks beanz ... I'll try
Title: Re: Moquette material
Post by: Beanzvision on 2018-03-05, 10:14:19
No problem at all!