Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: Image Box Studios on 2016-01-09, 19:27:12

Title: Soap Material
Post by: Image Box Studios on 2016-01-09, 19:27:12
Hello corona users,

We are trying to make very realistic soap material with the help of SSS like image attached but we are not getting 100% satisfactory result. can you guys please help us to make a very realistic soap material.Please see the example image attached.

Thanks in advance.
(Updated)

(http://s27.postimg.org/ivy3i96ab/d5dc8a32713603_5690439d57fa6.jpg)
Title: Re: Soap Material
Post by: Dippndots on 2016-01-14, 13:47:11
A less cube-like shape and something with a bit more edge variation would go a long way, I don't think the material is that far off, maybe a bit of bump like in this image:
(http://www.theoldcolony.com/assets/images/products/brown_windsor.jpg)
Title: Re: Soap Material
Post by: tomislavn on 2016-01-14, 13:54:16
Yeah, I agree with Dippndots - I think that adjusting the shape a bit and adding more bump would be a good way to go.

Other then that it does look very good, material wise.

The rest of the image is amazing also :)
Title: Re: Soap Material
Post by: Image Box Studios on 2016-01-15, 06:38:13
Thank you guys but attached images was not ours, its just a example image and we need soap material like attached image. sorry guys.

Text updated.
Title: Re: Soap Material
Post by: Dippndots on 2016-01-15, 10:23:09
Ah ok. Well the best thing to do is play with the translucency, absorption and scattering settings in the CoronaMtl. The tool tips on those are pretty good and self explanatory. Once you feel you have the waxyness of the material right, start adding things like bump and gloss maps to make it more interesting.
Title: Re: Soap Material
Post by: romullus on 2016-01-15, 10:46:58
Alternatively you can just simply plug inverted AO map into diffuse slot - from a distance nobody would tell a difference. Most likely that's how it's made in original picture :]
Title: Re: Soap Material
Post by: Image Box Studios on 2016-01-15, 10:55:02
Ok and thanks guys for your fast reply. i will see your suggested methods. Cheers.
Title: Re: Soap Material
Post by: maru on 2016-01-15, 16:22:26
Here is my attempt. The trick is to set sss directionality to proper value. It is also very important to remember about realistic scale of objects, and the results are very sensitive to lighting.
Title: Re: Soap Material
Post by: Image Box Studios on 2016-01-16, 06:41:28
Here is my attempt. The trick is to set sss directionality to proper value. It is also very important to remember about realistic scale of objects, and the results are very sensitive to lighting.

Thanks Maru. you are great man. we were looking exactly same thing.
Title: Re: Soap Material
Post by: Jahman on 2016-01-16, 09:03:54
laptop armageddon
Title: Re: Soap Material
Post by: Image Box Studios on 2016-01-16, 16:56:28
laptop armageddon

Hi Jahman---this is awesome. how you did? look very amazing. and soap edges are very nice.
Title: Re: Soap Material
Post by: Jahman on 2016-01-16, 22:03:52
Hi. For sides I used volume select and max displacement modifier with one axis scaled cellular as displacement map. Text and other minor sufrace imperfections are done the same way but using push modifier. Had no time to model it properly so its polycount way above adequate. Half million tris a piece. :D
No mat file, sorry. Couldnt find a simple way to save it.
Title: Re: Soap Material
Post by: Image Box Studios on 2016-01-17, 11:51:50
Hi. For sides I used volume select and max displacement modifier with one axis scaled cellular as displacement map. Text and other minor sufrace imperfections are done the same way but using push modifier. Had no time to model it properly so its polycount way above adequate. Half million tris a piece. :D
No mat file, sorry. Couldnt find a simple way to save it.

Thanks for the information brother. I really like your way. and thanks for the material settings. No need for material file brother. Cheers.