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goingsouth's

2013-02-01
2013-06-05
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  • http://db.tt/goFlB2nW
    Thread for thoughts risen by the usage of the Art Of Illusion software.
    Working on textures, accidentally found out the method to determine the diffuse-color of material shiny/glossy…

     
  • Hmmm….Specular color seems to be same as the caustics' color on white surface…
    Plastics seems to have same color specular reflection as the object.
    Metals also…Some black plastic not giving caustic effect…good highlights reflection, bit fuzzy.
    Polished rubber is.
    Later about this polish-thing. Covers metals, stones..for the start.
    Looking for right shininess, specularity, roughness, specularity-roughness for all materials.
    Construction materials first. Non-construction materials are maybe ten times bigger group of "textures"
    Not to mention are sss/translucent or like jello, A BIT.
    All construction materials are reflective. Organics let outside of this effect. For now…

     

  • Bad render and not textured, but hopefully You can see there's rubber and wood.
    Rubber looks' very new. Specular color is white.
    Gotta study the ageing a bit…
    Idea here is; material's character is how it reflects the light, surroundings…
    Gloss/Translucency AA-samples 16. Can be less, as long the "textures" are not reflecting like a mirror.
    Soon values for these two. Are simplest….

    Wood-texture-image?
    Object is planed flat often so no really bump-map.
    More white parts of wood are the value given, on shininess, darks are less.
    BUT, darks has possibly roughness bigger…
    2-layers textures…

     
  • Wood: innest layer: diffuse color(you can use same image on both layers)
                                        specularity 0.2, roughness 0.8
                 top layer:     diffuse… , transparency 0.1, shininess 0.66, bumps i have in that pic…
    Rubber: innest: specularity 0.1, roughness 0.9, bumps…
                    top: transparency 0.1, shininess 0.605, bumps…
                    black diffuse in both.

     
  • Almost forgot: inner texture is blend, outer overlay(bumps add if you like)…

     

  • Fast render…
    Stone&fast copper…
    Stone: inner texture: diffuse, specularity 0.4, roughness 0.6.
    outer: diffuse, transparency 0.1, shininess 0.77

    Copper: inner texture: specularity 0.3, roughness 0.7
    outer/top-layer: transparency 0.1, shininess 0.715

    thinkingaloud, steel and some other metals has grains on surface….
    means a million for the characteristics of them.
    Otherwise them copper-values would fit for all metals.
    Tried. Awful result.

    Steel is hammered/casted or rolled.
    Check the highlights, if it stretches to one direction, it's rolled.
    Tensiles, ie. say knifes, bendy. It's rolled steel.
    Needs textural bumps. tiny. correct amount.

     
  • Copper diffuse in pic: hue 0.04, saturation 0.61, value 0.39

     
  • …a word about the scene-creation In General….
    In my opinion; colors' saturations should be same.
    At lightest, are biggest area.
    Drop value ten percent, make smaller areas, 10 times smaller perhaps…
    and so on.
    Looks' great.
    Areas…even a tree has multiple sizes areas…
    Of course you can model the template-image……..
    Btw, shadows in pics in General, has lower saturation.
    Maybe a shadows-pass, and add white on shadows….?…

     

  • Make a null, is under Object, Create Primitive…
    On outliner, drag objects under it.( see that line with arrow changing size? it tells does it parent or not)
    Rotate the Null, the objects rotates too, you can copy&paste them…
    Object, Transform Object, for accurate transforming…
    The Gadget-Gizmo's (transform-tool), Icon. It deserves to get double-clicked. Lot's of use.
    Recently had to rotate pebbles not changing their location…
    Around the center of selection, more common.
    Around parent object there too…has to try…

     

  • chrome……..tough to render…filters Bloom&4 others..tried to save the render..
    Save? Made a dozen times the scene, my i1-computer freezed
    1 spot for problems and environment-image lighting…
    See them lights, reflections from lamp straight to camera…
    Tough to render, look's bad. i recommend to avoid reflections such in the scene.

    Chrome, 2 layers:
    Inner, 90% black diffuse, specularity 0.3, roughness 0.7
    Outer, diffuse 90% black, transparency 0.1, specularity 0.99, shininess 0.715

    Thought of the day: tiles in bathroom, elsewhere, are clay ie. stone.
    Put a white paper next to white tiles, see they are  gray(black few %)
    Their specularity is few percents. But use stone-values……..
    Seams are porous stone-hard mass. Drop the specularity, good to go.

    2-layer textures, surface/top/outer texture set to overlay,(bumps add if there is), below that the layer, blend as default says.
    Don't touch blend-values, 1. For these.
    Multiple bump-maps great, multiple anything great.

     
  • I can't make transparents good. If I could ever ask developers something, that would be the speculars, ie. Shininess like it was a solid object.
    Great specularity even full transparency has the AOI btw.

     
  • Peter Eastman
    Peter Eastman
    2013-02-11

    If I could ever ask developers something, that would be the speculars, ie. Shininess like it was a solid object.

    I don't understand what you mean by that.  Could you explain?

    Peter

     
  • Oh, Hi Peter!

    If I could ever ask developers something,that would be the speculars, ie. Shininess likeitwas a solid object.

    I don't understandwhat you meanbythat. Could you explain?

    Peter

    Took some time to render something showing what i mean…
    Here:
    http://db.tt/E2MpoxWA
    All textured is glass like I think should be.
    Two lathes, other is invisible, has all-transparent material.
    Other on the left has 2 all transparent layers. Them spheres has same textures&materials as lathes near them..
    I think the glass has shininess 0.75. Like all textured has.
    Looked a glass-jar, and it had strong speculars, very little reflections.((there's such on sphere on the left, barely visible.)
    Also looked a ballpoint-pen. Hard transparent plastic. Had high specularity at about 0.8, and shininess, ie speculars about same.
    Ballpoint-pen's all reflections are transparent, say 0.3…
    So adjustable transparency of speculars(shininess) is needed, i think…
    In the pic, see, the textured sphere, it do has similar specular reflection like some glass-object.
    (btw. diffuse-color of object might have some effect on these things, gotta study…)
    Render has no caustics, looks weird for being glass in there.
    Oh, i was going for 0.94 transparent glass, like windows has, roughly measured eyeballed…
    So 2 transparent layers, specularity works like expected( if i can remember…)
    But very high transparency takes the speculars awaigh….
    Material of them lathe&sphere on the left is 0.94 transparent.

    I have some kind of system how materials are saying what they are.
    Kinda see it(like anyone), if can recognize my textures as materials(not in AOI)

    Dunno, was it clearly explained(Not an english-speaker the very person writing this, meaning me..)

    Smthng lk tht,

    Nice program, Peter, thanks&thanks

     
  • …ummm….just realized the reflections  are wrong.
    0.94 transparent glass, was looking the reflection on window(dark background)…
    Reflection is few percents, could be easily 6%….
    Gotta make a render.
    Luckily i'm just starting on transparents,
    was working on rubber-plastic…
    As a hobbyist of course.

     
  • http://db.tt/lloN3x5T
    rubber, 2-layers(dunno are they right, just recently saw the 0.9 roughness reflection reflecting an image)
    But, anyway, top-layer has(1.1multiplied) specularity added.
    Harder the plastic, higher the specularity. Different finishes in plastics, but not in pic.
    Glossiest plastic has 0.3 if I can remember….
    Some ballpoint-pen I have, has specularity at about 0.7.
    Roughly. Is transparent, dark blue, darkness might come from very high specularity.
    How to roughly see how glossy?
    Put the object on the mirror, lit both with flashlight, see the white reflection on the mirror,
    and darker highlight on the object(grayscale, i have on the paper the grays…)
    say 30% gray, means it's 70% glossy. If mirror is 100% glossy, it's not, but near….

     
  • One more about glass I'd like to see in AOI.
    Few pics to explain, no idea how could do.
    http://db.tt/nD5IxGbf
    http://db.tt/iDqbezGU
    http://db.tt/UEau9X3G
    Objects are not transparent but the surface is made 2-layers…
    Them reflections I told was good, dunno, can't see…
    Tried already everything.
    Something like that. Looked at all transparent objects, couldn't see through the specular highlight….
    Plastic might have the colour in specular reflections close to diffuse.
    Some plastic glossy objects do give a huge coloured caustics effect.

    Something else in the meanwhile.
    Thxthx

    ps. Some bright highlights on some object looked like a bright star.
    Diffractive bloom?….
    Them speculars being a white patch…

     
  • http://db.tt/ourVtZa3
    Something light to lighten up a bit.
    Got an idea of a cube, all sides different, could make a roof, walls, and floor.
    Maybe not so practical. Booleans…Polymesh-primitives with adjustable values are great for making smooth objects for boolean modelling.(not in pic)
    AOI has solid boolean-modelling .
    Check tutorial, was it near reprap…
    http://reprap.org/wiki/Art_of_illusion
    there…
    Use---> Grids…Snap to grid. Change values according to needs.

     
  • Got an idea of a cube, all sides different, could make a roof, walls, andfloor.

    And funny so me ment ceiling with roof.
    ;/

     
  • Evolution a bit.
    Wasn't that plastic so reflective like highlights
    About those 2 pics before.
    Had a better look on a plastic object and tried to figure out how to reproduce it as textures…
    Still needs some thinking.
    Plastics(and the rubbers..just the gloss off it has)…has 2 blend-layers and 1 overlay-layer.
    calculated values, they has 66% and 33% blends…overlay-layer 0.99 transparent but at 1.0 glss for fuzzies(if needed, dunno then)
    Later more about, has to study how to make more this kind of textural materials…
    There's a system I try to keep, so bit easier to expand to other textures.
    That white to color correction.
    Earlier textures had values with white color for this and that.
    When the specular color is not white, the specularity, at least, has to be multiplied.
    There's a kind of "theory' for that….
    Later more but is like the saturation-scale is 5, and value 5 too maybe.
    Interesting gray-shades and colors matching thing to come.
    Ok…
    Sorry about if somebody tried something and didn't look right.
    …Booleans.
    Tried&tried but couldn't get multi-layer textures on.
    Some things don't boolean together.
    Infact gives just an intersection option(s).
    Difficult to make a simple render?
    Put 1 light somewhere with value 1-2, and size bigger than object. Is Sun.

     
  • Difficult to make a simple render? Put 1 light somewhere with value 1-2, and size bigger than object. Is Sun.

    And decay 0.0.

     
  • http://db.tt/mRCkFmE6
    Rubber+Plastics.jpg…
    It's still of that plastic surface. Just added specularity(quickly calculated how much should..)
    Couldn't multiply so much right away. Has to calculate a bit. (2blend-layers)
    One has gloss-specularity, and other shininess, on top of them the ..fuzzy-reflection layer…..
    This way can have 3 layers, …possible? dunno. Values has to be changed according to transparency…
    Fuzzy specularity is white, few percent, shininess is white, gloss-specularity diffuse-color.
    In fact that top-layer alters/affects a bit to the result, but only a few percent…
    easypossiblerealisticwouldbenice……….
    One surface right hopefully and others follow just like that in no time sure they do. :/
    …I usually forget to save, make dozens of bad renders on every pic.
    Multiple selection in texture-editor would be nice loading to sene from external file.
    Also multiple set of textures&materials with layered textures would be nice.
    Nothing. Great software. I like.

     
  • It's still of that plastic surface.

    Still off…

     
  • something one might want to try ..

    1. texture (is top-layer on overlay)
    diffuse color hue whatever, saturation 0.8, value 0.8
    specular color same
    transparency 0.99, specularity 1.0, roughness 0.9

    2. texture (is below the top-layer on blend 0.45 blend-value)
    diffuse&specular color same as in 1:st texture.
    specularity 1.0

    3. texture (is below the others on blend 0.55 blend-value)
    diffuse same as in two others, specular color white
    shininess 1.0

    right click on object in objects list, edit textures&materials, layered texture

    this should give a 11.25% glossy plastic textural effect ….like i like…
    lower the second texture's specularity value for less glossy plastic/rubber.
    rubber sometimes looks a bit hard, has to study softening.

    easiest it is


    Gloss&translucency AA on

     
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