All posts relating to Maxwell Render 1.x
User avatar
By jonathan löwe
#156366
yes....it is set to 1, but thats very wrong :-) i forgot how it happend, some NL-internal reason.

:D hope it helps!

grüße nach berlin
jona
User avatar
By Q2
#156367
GOT it! Well. Stupid thing. For some reason the ior files where missing in my default folder. Now things work out! Thanks for helping!
User avatar
By -Adrian
#156377
Hey thanks Mihai, useful examples for me. :D
User avatar
By hyltom
#156392
I miss everything due to china time and a very busy day :cry:
This materail is really a big problem for me. I can not get something really good. After 3 days i'm still working on it. What is unfair is that i'm doing like you Mihai but my bump is too big or too small. I can get the right result.
My third "real" try is cooking at the office right now so i need to wait until tomorrow morning to see the result...big surprise. As I failed already two time i'm not very confident with the coming one...will see.

For reference:
Image
Image

By the way, as the project was due for this morning, the client get a very nice post process bursh finishing on his product :(
User avatar
By Eric Lagman
#156547
Ok here is the test I did with the same maps from my earlier post in the bump channel. On the left was the darker scratchmap with a value of .5 which somehow turned into a rectangular pattern. If I went any higher it looked like hard gouges. The one on the right has the lighter scratchmap with a value of 2 in the bump. I also had to tile the maps some more so the scratches were smaller, but did not have to with them in the aniso strength channel. I am curious to see what will happen if I put the maps in the roughness channel. I am happier with the first test I did even though it may be the wrong way to do this. I played with the bump values quite a bit, but the scratches either looked to pronounced, or hardly there at all when using the bump channel.

Image
By adamwade
#156560
I am finding that the bum mapping is limited in its resolution in our enderings. From a normal viewing distance there is no way the rendering is calculating our scratches at the actual map resolution. If it did, then we would see all the spectral colors and real aniso happening. A CD rom surface could be created accurately that way with the nice rainbow of colors.

So far I am finding that aniso gives you the correct highlights of a brushed surface and sometimes the scratch map for the aniso is perfect. Other times using the cratch map in the bump is better for a rougher brushed effect. This sample was using AL ior, rough 0, aniso 0 and scratch map set to 3. As Mihai said i am finding the contrast of the scratch map to have a huge affect.

Image
By lllab
#156638
who did the excellent renderings in the prev1 teaser image about anisotropy?
it was an image with kitchenpots and stuff like that.##there i thought -wow- thats it.

maybe this file could be shared for us users to learn how to make such great metal?

it was the best brushed metal by far here.
can someone remember which scene i mean?

cheers
stefan
User avatar
By j_man
#156646
lllab wrote:who did the excellent renderings in the prev1 teaser image about anisotropy?
it was an image with kitchenpots and stuff like that.##there i thought -wow- thats it.
would you believe it waqs Mihai?

J.
By lllab
#156647
i would believe it but i would find it a great recourse from the a team to share those damnded good testfiles, where they made us drool;-)

cheers
stefan
User avatar
By Eric Lagman
#156661
I remember seeing that, and was wondering the same thing. Why not just give that file as part of the tutorials in the manual. It said something like anisotropy now supported, and had some really nice pots and pans. I dont know how they did it though. Was it a scratchmap in the bump channel, which is not really anisotorpy according to Miha. Or was it a gradient in the aniso strength and angle channels? I think the a-team is probably working on a tutorial for this since there seems to be a lot of confusion on anisotropy and brushed metals especially on simple flat surfaces.
User avatar
By Mihai
#156664
I'd like to share the material, but it doesn't open any more in V1.....I'll make it again for a tutorial, but the main thing about it was two bsdf's, both with al.ior applied but with different roughness so you get that nice shine (both wide and the sharper one). Both had anisotropy set to 100%, no map used. The only map was a scratchmap put in the weighting (inverted for the other bsdf). No bumpmap used.
By lllab
#156686
that would be very nice mihai, a great recousre for learning!

cheers
stefan
User avatar
By Q2
#156694
Jo mihai, sounds great. I am still testing the first material you posted. But don't seem to get it quite right. Looking forward to what you will offer! Keep up the good work. It's highly appreciated!!!!!

Carsten
User avatar
By Eric Lagman
#156700
Thanks again for your effort and patience Miha. Very appreciated. I understand everything about the editior for the most part. Its just anisotropy and SSS that are still not very clear as to how the paramaters control the result.
User avatar
By Richard
#156855
Honestly I appreciate everyones efforts, even those asking the right questions, the ones at this stage I haven't even begun to understand to ask!!!!!! :cry:
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