All posts related to V2
User avatar
By macray
#312835
Hi there,

I try to setup the material for a laptop keyboard but don't get it right.
The final should look like a used keyboard, some keys used more often and therefore more shiny (for the moment I don't care about the miniature bump worn off).

I created a texture showing the keys and use a noise pattern to create the overall small bump.
I also made a greyscale map to define the worn areas but cannot create any material that gets me the result that I'd like to have.

there were several things I tried, mainly:
1 layer, 2 BSDFs
Bsdf1 90%
- nd 3.2, no transmittance
- refl. 0 and refl. 90 get the black texture with the whit keys on it,
- high roughness (90-98)
- small bump with the bump texture
BSDF2 10%
- nd 50, no transmittance
- refl. 90 white, refl 0 grey
- greyscale map (RGB file with just grey colours) in roughness , values from 2-98 tried

2 layers, each 1 BSDF, additive...

There were some tests with a weightmap, but they don't get me the result I'm after....


Can someone help me or point out what I do wrong?
I don't get it...
User avatar
By macray
#312839
not the best viewing angle, but can show another later, if necessary.

as you can see there are some keys pretty shiny and other that are not. (the laptop is more than 3.5 years old, almost every day used..)

Image

As I modelled this one I wanted to make the material look like this one.
User avatar
By Richard
#312845
Tom I'm interested as to why when I use the wizard for say a textured material or V2 converts any 1.7.1 material the 2 common bsdf's previously are now split over two layers?
By rusteberg
#312848
Richard wrote:Tom I'm interested as to why when I use the wizard for say a textured material or V2 converts any 1.7.1 material the 2 common bsdf's previously are now split over two layers?
great question. i have also been conflicted with this and whether/when or not to use "force fresnel" for materials. (like standing at fork in road whether or not to create specular as layer or bsdf and whether or not specular should obtain rgb reflectance value or enable force fresnel)

p.s. what happened to the wood wizard? i recently created some wood materials through the "textured" wizard and it gave me some weird results with it wanting to use force fresnel in specular layer? (wood started looking like chocolate opposed to wood)

still a little slippery when it comes to mxm's (for me at least)... thanks in advance.
User avatar
By Richard
#312849
rusteberg wrote:
Richard wrote:Tom I'm interested as to why when I use the wizard for say a textured material or V2 converts any 1.7.1 material the 2 common bsdf's previously are now split over two layers?
great question. i have also been conflicted with this and whether/when or not to use "force fresnel" for materials. (like standing at fork in road whether or not to create specular as layer or bsdf and whether or not specular should obtain rgb reflectance value or enable force fresnel)

p.s. what happened to the wood wizard? i recently created some wood materials through the "textured" wizard and it gave me some weird results with it wanting to use force fresnel in specular layer? (wood started looking like chocolate opposed to wood)

still a little slippery when it comes to mxm's (for me at least)... thanks in advance.
Exactly what is happening to me textured materials using the wizard are all really glossy and very dark, I haven't experimented too much with new materials as I'm just lost now!
User avatar
By macray
#312931
Thanks tom, that looks promising.

Will give it a try these days. (but the textures are on another computer that I'll see again in 2 weeks - then I'll know for sure if this solves my issues)
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