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alenskas
06-21-2013, 04:39 PM
hi

i need to make brushed aluminium for a product design im doing in lightwave. im new to lightwave but extremely experienced in
softimage mental ray and arnold. i looked at pixisms tut on brushed metal. very nice , not quite what im looking for and very slow to render actually ...
but i need to ask " why this way and not with physical materials ?"
i ask that but at the same time i can see why when i try use 'physical materials' !!!! how good are the material nodes in lightwave really ?

there is also an article on physical materials and shading on 3dworld by Andrew Comb but WHY ???? he is creating his own physical shader ?
are the materials in lightwave not adequate. i mean ive tried using them and its tricky so maybe they are. BUT WHY ?????

they dont behave ANYTHING like the standard node in arnold or the architectural material in mental ray ??????!!!!!!!!!
why. surely there should be some unity amongst physically accurate shaders across all renderers ?

- - - Updated - - -

dont get me wrong. ive seen all the amazing renders out there from lightwave , but sont seem to be able to use it with the ease and power i am able to with other renderers.

RudySchneider
06-21-2013, 06:27 PM
Have you had a look at what http://www.presetcentral.com/ has?

erikals
06-21-2013, 06:49 PM
check > http://forums.newtek.com/showthread.php?127028-60-favourite-surface-presets&p=1265271&viewfull=1#post1265271

Chrusion
06-21-2013, 09:39 PM
Have you had a look at what http://www.presetcentral.com/ has?
Ummm... that site seems to have evaporated. Domain doesn't exist.

erikals
06-21-2013, 09:42 PM
works here...

Sensei
06-21-2013, 11:46 PM
BUT WHY ?????

Because they're universal. And user must know what he is doing. The best, understand vector math behind it..

bobakabob
06-22-2013, 02:17 AM
Kuzey's metal textures are a good way of learning nodes
http://kuzey3d.blogspot.co.uk/p/metal-node-library-pack_01.html

There's tutorials on the LW site and loads of stuff if you Google...

http://forums.newtek.com/showthread.php?115885-In-Desperate-need-of-Metal-Shaders

http://www.studiodaily.com/2007/11/create-complex-shiny-metal-surfaces-with-nodes-in-lightwave-9-0/

http://simplylightwave.com/lightwave-tutorial/t551/lighting-and-texturing/lighting-and-texturing-for-photorealistic-metals/

Surface Presets
http://forums.newtek.com/showthread.php?127028-60-favourite-surface-presets

djwaterman
06-22-2013, 03:00 AM
The problem with Preset Central (which is a great initiative) is that it needs a dedicated section for energy conserving materials, at the moment it's a real lucky dip. If I could trust that a preset was set up for energy conserving then I would go there more often. Also, when you upload a preset for inclusion, it should first have to pass through some sort of testing process to be approved as being up to a standard. I'd love to contribute some of my surface presets but I don't want to saddle other artists with my mistakes, so if I could submit a surface and have it approved before it gets put up then I would feel like better about contributing.

But I share Alenskas frustration, since LW actually comes with a token preset library, it should actually be loaded with quality energy conserving ones so that new users can just get going and get good results faster.

bobakabob
06-22-2013, 03:52 AM
The problem with Preset Central (which is a great initiative) is that it needs a dedicated section for energy conserving materials, at the moment it's a real lucky dip. If I could trust that a preset was set up for energy conserving then I would go there more often. Also, when you upload a preset for inclusion, it should first have to pass through some sort of testing process to be approved as being up to a standard. I'd love to contribute some of my surface presets but I don't want to saddle other artists with my mistakes, so if I could submit a surface and have it approved before it gets put up then I would feel like better about contributing.

But I share Alenskas frustration, since LW actually comes with a token preset library, it should actually be loaded with quality energy conserving ones so that new users can just get going and get good results faster.

Agree, the default LW presets desperately need updating... don't they go back to v5? I'm not sure there are even any nodal surface presets. Anyone new to Lightwave who needs to work quickly rather than wiring surfaces under the hood is likely to be disappointed at the absence of a quality up to date material library. It would be a great way for the LWDG to show off the power of nodes and a good learning experience for users. Am still learning nodes and absolutely love 'em but first impressions for new users are important.

PS Great showreel, Alenskas :)

Chrusion
06-22-2013, 10:23 AM
Domain doesn't exist. Must have been a temp DNS foopaw. Works here now, too.

Tobian
06-22-2013, 07:06 PM
Well P.S. I am Andrew Comb :-) and the answer is... It's complicated... :-)

Materials have a number of gotchas, the main one being their inflexibility and fixed function nature. None of them have Anisotropy (for brushed metal effects) which is right off bat why you can't use em, but you can get close with a brushed texture used correctly. Most don't have a Fresnel function built in, which means they are less 'automatic' than most find comfortable. Spec is WAY too weak on them and Conductor is flat wrong...

I do however use energy conserving methods I cribbed from other render engines and technical papers, so they should be similar. The main gotcha is they are JUST energy conserving... you need to do a lot of the work yourself! I used to not use them because they were slow, but Antti made some speed improvements so for some things I prefer them now... metals are still a weak point, due to anisotropy and conductor.

Like Djwaterman I am reticent to share my setups, as I am not totally sure I am right, and I've updated my materials on my station quite a few times now! :-)

Hopefully once I get a new plugin I am after, I will have a new paradigm and workflow I can share. Quite happy with my new brushed metal now! :-)

prometheus
06-25-2013, 01:14 AM
a video tutorial of brushed metal, using texturess...I think that one is also uploaded at presetcentral.
Matt Gorners site...check brushed metal using the node editor...

http://www.pixsim.co.uk/
or directly here...
http://www.pixsim.co.uk/video_tutorials/Node_Anisotropy_Brushed_Metal.zip

I would also suggest checking on how the octane plugin for lightwave comes along, if it has all the material options as in octane, that would give much better realistic results for metal, then just
a question of the price maybe.

Michael