- Tue Nov 10, 2009 7:08 pm
#314390
Ok I have a few questions in regards to plastics. In particular black plastics. It seems like a lot of my plastics from 1.7 are looking different when I bring them in and render them in 2.0. I know the additive plastics would need to be tweaked, but I did not think that ones with a single layer and two bsdf with normal blending modes would need to be modified. Edit I think this is because of the color correction in v2 so disregard this.
With version 2 it looks like there are two methods to do plastics now as mentioned on pg 111 of the manual. One being the old way with one layer and two bsdf in normal blending mode, and the second being two layers with the topcoat set to additive for glossiness. My question is what is one methods advantage over the other? I noticed at the end of the manual the additive method will create more vivid colors. I create a lot of plastics doing product design, and am interested in getting one method (the best) down for creating realistic plastics.
I also noticed in the manual on pg 111 it says "Avoid having more than one layer set to a weight of 100 in Additive mode" Yet when I look at the abs plastic black that is provided, and also create a plastic from the wizard both have the additve approach and the layers are set to a weight of 100. Maybe not the abs black though because it has a noise weight map for the additive layer. That also confused me as to why that was done that way. Wouldn't you want the additive layer to affect the whole surface of the plastic, and get variation in the surface through just the bump map, and possibly a roughness map.
Also the method of the 90 color seems to be different now on the wizard and provided materials for the glossy layer of plastics. In 1.7 a lot of the plastics had a light color (almost white in the 90ref) for the glossy bsdf. Now it seems like the glossy layer or bsdf should just be dark, and control the reflectivty with the nd and force fresnel checkbox. Does that sound correct for doing plastics?
If any of the experts Tom or Mihai could shed some light on this it would be appreciated. I want to get the best method down and use it on all my plastic parts.
On a side note I have a quick question on rubber parts. Is it best to just take a regular plastic and mess with the r2 values to get a rubbery look. I use a lot of rubbery/overmold plastics in grip and touchpoint areas of products, and it would be helpful to know the best method of achieving those also.
It looks like there is a lot of good info on the think website in regards to version 2 materials so I will check out those videos. I thought it would be good to ask here just in case my questions are not covered there in the tutorials.
Edit: I watched Mike Vertas 2.0 material and am now more confused about the glossy layer of a plastic than I was before. He used the standard single layer approach through most of the tutorial for plastics, and the glossy layer always had the 0 and 90 values in the lighter greyscale range. Is this because he did not mess with the force fresnel option? The default plastic wizard uses force fresnel on that layer and has the 0 and 90 colors at 0. This gets even more confusing because he put the nd for the glossy layer at a range of around 20 using the single layer method. The wizard puts it a 1.25 range using the force fresnel. Towards the end he mentioned that he creates plastics using the same method as the wizard with two layers in additive mode, which from what I am seeing in the wizard takes a totally different approach on that glossy layer than the single layer method. Can one of the experts please clarify some of the conflicting info on the glossy layer of plastics. I am thinking the key lies with the force fresnel checkbox.
With version 2 it looks like there are two methods to do plastics now as mentioned on pg 111 of the manual. One being the old way with one layer and two bsdf in normal blending mode, and the second being two layers with the topcoat set to additive for glossiness. My question is what is one methods advantage over the other? I noticed at the end of the manual the additive method will create more vivid colors. I create a lot of plastics doing product design, and am interested in getting one method (the best) down for creating realistic plastics.
I also noticed in the manual on pg 111 it says "Avoid having more than one layer set to a weight of 100 in Additive mode" Yet when I look at the abs plastic black that is provided, and also create a plastic from the wizard both have the additve approach and the layers are set to a weight of 100. Maybe not the abs black though because it has a noise weight map for the additive layer. That also confused me as to why that was done that way. Wouldn't you want the additive layer to affect the whole surface of the plastic, and get variation in the surface through just the bump map, and possibly a roughness map.
Also the method of the 90 color seems to be different now on the wizard and provided materials for the glossy layer of plastics. In 1.7 a lot of the plastics had a light color (almost white in the 90ref) for the glossy bsdf. Now it seems like the glossy layer or bsdf should just be dark, and control the reflectivty with the nd and force fresnel checkbox. Does that sound correct for doing plastics?
If any of the experts Tom or Mihai could shed some light on this it would be appreciated. I want to get the best method down and use it on all my plastic parts.
On a side note I have a quick question on rubber parts. Is it best to just take a regular plastic and mess with the r2 values to get a rubbery look. I use a lot of rubbery/overmold plastics in grip and touchpoint areas of products, and it would be helpful to know the best method of achieving those also.
It looks like there is a lot of good info on the think website in regards to version 2 materials so I will check out those videos. I thought it would be good to ask here just in case my questions are not covered there in the tutorials.
Edit: I watched Mike Vertas 2.0 material and am now more confused about the glossy layer of a plastic than I was before. He used the standard single layer approach through most of the tutorial for plastics, and the glossy layer always had the 0 and 90 values in the lighter greyscale range. Is this because he did not mess with the force fresnel option? The default plastic wizard uses force fresnel on that layer and has the 0 and 90 colors at 0. This gets even more confusing because he put the nd for the glossy layer at a range of around 20 using the single layer method. The wizard puts it a 1.25 range using the force fresnel. Towards the end he mentioned that he creates plastics using the same method as the wizard with two layers in additive mode, which from what I am seeing in the wizard takes a totally different approach on that glossy layer than the single layer method. Can one of the experts please clarify some of the conflicting info on the glossy layer of plastics. I am thinking the key lies with the force fresnel checkbox.