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Thread: Anybody want to share a good shiny gold surface?

  1. #1
    Super Member sublimationman's Avatar
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    Anybody want to share a good shiny gold surface?

    I know that metals rely heavily on the reflected backdrop and I have that OK. I use to have an excellent shiny gold (like for coins or gold bars) but I lost it somehow and every time I try now it looks too red or green and I am pulling my hair out.

    So, I am looking for anyone to share a shiny gold surface and I don't care if it uses nodes or not.

    Thanks!

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    Professional amateur Amurrell's Avatar
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    Here are some base RGB values that you could use to set the tone. http://simple.wikipedia.org/wiki/Gold_%28color%29
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    RETROGRADER prometheus's Avatar
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    preset central dont seem to actually have any decent gold material really.
    basicly for metal, use nodes and the conductor material, check william vaughans (protons) videos on setting conductor up.
    and then you could probably apply the above linked info to the rgb values.
    Then of course, reflections..reflections, and perhaps a slight bump noise depending on texture of the gold.

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    Super Member XswampyX's Avatar
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    Having a nice colour gradient driven by the incidence gives a luxurious gold finish....

    Attached Files Attached Files

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    Man of many cells. shrox's Avatar
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    Now that's a slice of fried gold.
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    Super Member spherical's Avatar
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    Sweet. Took a look at the scene to learn the fine points and it occurred to me that Conductor doesn't have an IOR input. Should it? All metals/reflectives are not the same. Gold is 0.16-0.47. Is there a way to put a material together in the Node Editor to do this?
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    RETROGRADER prometheus's Avatar
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    Donīt think there is any node with IOR settings for reflection, index of reflection, not in native nodes anyway.
    what we have is IOR for index of refractions which isnīt the same.

    I think the amount of reflection is set by conductor roughtness, how that value is corresponding to real Index of reflection, I donīt know, donīt think they are to be treated equally.
    the other reflection nodes has dispersion, which I believe would be something similar to how much reflection there is, but I donīt think there is any IOR physicly based material, think that is only availbabe through octane, keyshot etc. For lightwave I reckon we have to guess the amount.

    mixing reflection nodes with dispersion to plug in to conductor node, would probably have no good effect, since you can simply just use the roughness settings anyway, the question is what value you should set the roughness to, in order to match real life IOR values.

    Michael

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    Registered User Slartibartfast's Avatar
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    Well it's a complicated subject, but after reading this: http://paristech.institutoptique.fr/...61&fileid=7606 and some other stuff I believe there is some kind of connection between gold IOR 0.47 (wich is a absorbing conductor, not a dielectric, and it also has a complex part like 0.47 +2.95ik) and the fresnel IOR. It appears you can translate it to a fresnel IOR value of about 1.5-1.6. Interesting note (page 9 iirc) is that gold and platinum has it's lowest reflectivity, not at normal incidence, but at around 75 degrees (from normal, wich would be 15 degrees in LW-world)
    Another thing- if you're not using conductor node, you should use color filtering (highlight filter) to colorize the reflections.

    On the other hand - if it looks right, screw the physics

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    Super Member sublimationman's Avatar
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    Thank you all.

    For some reason I got no notification of replies to this (set it up to email me) and when I came to the board it was not bold (like no new messages). Glad I clicked on it.

    Swampy, you are the master....

  11. #11
    Super Member sublimationman's Avatar
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    Click image for larger version. 

Name:	Medal.jpg 
Views:	168 
Size:	44.0 KB 
ID:	123229

    Maybe not as good as Swampy's but it got the job done.

    Thanks again to everybody that posted.

  12. #12
    Super Member spherical's Avatar
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    Quote Originally Posted by Slartibartfast View Post
    On the other hand - if it looks right, screw the physics
    Hehhehheh. Made my day!
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  13. #13
    Super Member spherical's Avatar
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    Quote Originally Posted by prometheus View Post
    Donīt think there is any node with IOR settings for reflection, index of reflection, not in native nodes anyway.
    what we have is IOR for index of refractions which isnīt the same.
    Go here: http://refractiveindex.info/
    Everything has an Index of Refraction. There is no Index of Reflection.
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  14. #14
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by spherical View Post
    Go here: http://refractiveindex.info/
    Everything has an Index of Refraction. There is no Index of Reflection.
    yes..you are of course right, but there are some confusing physics...
    https://answers.yahoo.com/question/i...9032602AAazM3R

    Maybe the transmitted light in to metal surfaces simply donīt have such big impact on how it look, since metal doesīt allow for light to penetrate so much as in to skin, wax or glass etc, and maybe thatīs why it simply might be enough with some
    incedence angle gradient on metal?

    Then again the roughness values would be interesting to know, how much a gold surface is rough/blurred or more blank in the way it reflects the light, guess it comes down to how polished the surface is?

    Maybe delta or sigma2 would actually be better to use for metal, since they do have IOR .

    Michael

  15. #15
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by sublimationman View Post
    Click image for larger version. 

Name:	Medal.jpg 
Views:	168 
Size:	44.0 KB 
ID:	123229

    Maybe not as good as Swampy's but it got the job done.

    Thanks again to everybody that posted.
    Looks good, I actually like your gold tint better than Xswampyīs tinting, this is good for gold medals, Xswampyīs might be more suitable for rings, but I somehow always recognize the whitish gold tinting to be more realistic than the Green tinted one.

    I think you only could use very tiny, tiny microbumps in there, maybe add some anireflections.

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