Everything related to http://resources.maxwellrender.com
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By Maximus3D
#230263
Great great looking sink Kurt, but could you also post the 3D renderings and not just the reference photos so we can compare them. :P

/ Max
User avatar
By ivox3
#230268
Dangerously close to spectacular on the sink Kurt .....

It's not that the scratches are too deep, ..but rather they look convex or bumped out ... ? .....but not so much on the interior flange, ..which looks great.

**edit: ..yeah, ..the bump is a little strong regardless.

Image
Last edited by ivox3 on Thu May 31, 2007 11:59 pm, edited 2 times in total.
User avatar
By KurtS
#230270
thanks Brett and Max!

I agree Brett, those scratches are to deep. I'llreduce the bump value and maybe try to make a bumpmap with higher resolutin to creat some more realistic "micro-scratches"...


ivox: I think you are right, some of the scratches are definetly inverted, but not all I think? strange.
User avatar
By KurtS
#230399
simmsimaging wrote:That ribbed glass is great -working on a little test with it right now. Thanks for sharing it.b
The ribbed glass matrial is very simple really. I'm glad you like it, but I guess you will have to do some improvements to this material if it's going to be anything like your fantastic beer bottles...
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By simmsimaging
#230431
So far - just popped it in and gone ahead. The only thing I've done with it was rotating the normal map to get vertical ribbing. Simple is good - works like a charm :)

b
User avatar
By KurtS
#232139
I'm trying to use some of my own materials in this rendering, and I have some reflection problems on the floor. What is happening here? Does it have something to do with the bump map used? It's the only map used in the floor tiles material.

Image

bump:
Image

multilight (with wrong size/proportions): http://s152.photobucket.com/albums/s177 ... ulti04.flv
User avatar
By KurtS
#232193
I guess this noise/pattern occures because the bump file is a gradient, and every pixel is differnet no the one next to it? I suppose the solution is not to use a gradient, or simply increase the size of the bumpmap?
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By zoppo
#232202
i don't know about the pattern, but i'm wondering which kind of bump you are intending to get with this map?
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By KurtS
#232238
I want to have a plain and reflective surface, but I do not want each large tile to match the other tiles perfect. With this bump I intended to give the impression that each tile is like 0.12° tilted - and that this uneveness would be visible in the reflections crossing the grouts.


hard to explain wth my lousy english, but I mean something like this. I have made a quick test by modelling each tile, and tilted them randomly - very exaggerated in this test:
Image
Last edited by KurtS on Mon Jun 11, 2007 9:28 pm, edited 1 time in total.
By jespi
#232243
Maybe you have tiled the bump to much, i mean, instead of 1x1 tile in each tile seem like you have tiled by error the bump map something like 40x40??.
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By KurtS
#232244
no, I've made some more tests now - and it seems to me that it is not possible to use a gradient as a bumpmap if the material is glossy/reflective. It appears wierd patterns and textures. This is a Maxwell bug, IMHO.
By jespi
#232245
ok, and thanks for the tests.

Cheers!
User avatar
By KurtS
#232248
I'm trying to make a diamond patterned knurling material, like described here: http://en.wikipedia.org/wiki/Knurling

tests:
Image

Image

I guess that a normal map is better than a bumpmap for this kind of surfaces? I'll try to tweak it a little bit before I decide if this could be uploaded...
User avatar
By tom
#232254
Very convincing and quite useful material KurtS.
User avatar
By simmsimaging
#232256
Looks good to me too. I'll look forward to seeing it on the mxm - and to seeing what it will look like when the displacement function hits the streets!

Loving that scratched metal plate too :)
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