Author Topic: Galvanized material help  (Read 7855 times)

2018-07-12, 21:52:08
Reply #15

naturalstate

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Thanks. And I do that by going to output and checking "invert"? Or should I do it in photohsop?
Also I've seen people put an output map in between the Refl Glss & Map. Is that necessary? And if I do that, do I invert the output or the map itself?

For a galvanized material is there a recommended IOR to use?

2018-07-12, 23:14:29
Reply #16

romullus

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You can invert it in bitmap's output or in photoshop or in separate output node, it doesn't matter - the result will be the same. Regarding the IOR, it deppends on what kind of galvanized metal you want to reproduce, if it's brand new, then you'll need high IOR, if it's old and oxidized, then IOR should be much lower, closer to default settings.
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2018-07-13, 02:44:56
Reply #17

Njen

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Roughness goes in to glossiness slot, but you have to invert it. Reflection should be set to 1, pure white, unmapped.

That's for a dielectric surface. For a metallic surface, base colour map goes into reflection colour, pure black diffuse. The glancing angle can either be solved by using a falloff map inbetween the the baseColour and the reflection colour, and shape an exponential curve then finally disabling IOR by using a CoronaColour node and set the value to 99999.

2018-07-13, 11:47:12
Reply #18

Lucutus

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I tried to redo my Material in MAX 2018 and the actual Corona version.

Here is the result.

i hope u like it

The MAX file only contains a simple ball....the shaderball file was to big as an attachment.

greetz

Lucutus

2018-07-13, 14:15:01
Reply #19

maru

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2018-07-13, 23:24:19
Reply #20

naturalstate

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I tried to redo my Material in MAX 2018 and the actual Corona version.

Here is the result.

i hope u like it

The MAX file only contains a simple ball....the shaderball file was to big as an attachment.

greetz

Lucutus
Nice! That looks really good. But I guess I'm still confused why there are little welds on corners? What kind of galvinzed object has these?

2018-07-13, 23:31:15
Reply #21

naturalstate

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2018-07-16, 12:30:35
Reply #22

Lucutus

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I made the "welded" corners to make the material lool more interesting. It can easily turned of by just unlinking the node.