tonfarben wrote:wow, continuum! How did you achieve this Material?
I am asking because atm I am setting up a complex scene. I want to have a metal-material for example (uv-mapping), and on top of that a alphamapped lettering (flat projection). Imagine for example modelling a keybord, make plasticmaterial with bump and then apply all the letters and numbers on top of that. Can you give me a tip?
Yes, the DOF setup is so cool now. It never has been simpler.
What I am missing in Matador or I don´t know how to do it, Animation. How to setup that?
Another thing: In my scene atm. I have phys. Sky with sun. Now I want to test with artificial light. But I forgot an emitter. I cannot load/add another obj to my scene? Or is it already possible? (I read it isn´t)....
Other things I experienced:
With riptide-export using a scale of 1000 (when you model in cm) is even better than 100. The emitter is white then, not grey.
Strange map-behaviour: I said above that I rotate my whole scene before exporting so that i have a better "startposition" in Matador. There I noticed a strange thing. I tested bumpmapping on cubes. I had them cubic-mapped with a picture in bump and in diffuse. With exportscale of 100 I had them right. Before that I had export scale of 1. this caused tiling in cubic maps. To have correct maps again I had to reajust the tex-size in the projection-tab of the material-editor to 100,100,100 (default is 1,1,1) then they were OK again.
I thought so...beut they weren´t.

I moved the camera so I looked down on the cubes. I rendered the view and saw the textures where not correctly alligned. They lie diagonally on the surface. I think it is the same angle I had rotated the scene before exporting.
The only fix for this problem was to step back to cinema: There I mapped cubic and made the tex fit to object. Then I deleted the uvw-tag and created a new one to store the cubic mapping in it. Then the export worked fine.
Conclusion, UV-map ALL your objects before exporting the scene. And additionally, give each object a unique uv-tag and a unique material. Otherwise you run into problems.
This is what I experienced. My two cents.
Happy rendering!
And thanks for making this program free to use! Yay!

Tonfarben,
I changed the material it only has a bump map applied to maxwell aluminum. I will give you the settings:
Type: Metal
Base Type: Aluminum
Roughness U: 0.25
Roughness V: 0.25
Smooth Threshold 30 (I do not have smoothing checked)
Maps:
Bumping (I have a water caustic image)
Strength: 500
Projection: Spherical
Projection Axe: Y
Scale does does not affect anything because I do not include uv map for the sphere or the ground plane.
I cannot wait to see your idea of this render! It should be wonderful.
Thanks for the tips, I will definitely make this a practice. I think for your project, use Aluminum for the keyboard (Add some U and V roughness so it is semi-shiny but not reflective), and white plastic (with some u and v roughness) You will get a very nice result!
I do not think we can do animation with Matador Light- I have looked at Matador Remote from the website Daros posted, and it is much more advanced so I think you could do an animation with that if you need this service..
I do not think you can add object to a scene in Matador Light at the moment. Although I would love an update object feature so that you could make some changes in your host software and then have Matador just update the object layers so a new object (new layer) would appear in the right place ready for a material assignment.
I am going to test the light movement, it may be that you can control the physical sun position in matador light, since you cannot rotate the model - maybe Matador light does this when you move the light around. I need to check it out!
Good Rendering to you. I am very thankful for this program!
