By GTJC460
#312865
I need to make a material using mx 1.7. I want to create a material to look like mokume gane.

This is what the metals look like (not my site, but a good representation of the style of metal).

How do I create the metal material to have both the pattern and a "matte" surface finish?
By JDHill
#312992
First you will need to obtain or create an image that mimics the pattern and colors on the ring. Once you have that, you can then use it to create images to use as displacement and roughness maps. I don't have the time right now to create the original color texture, but if you do that and post it, I could use it to build you an example MXM.
By JDHill
#313254
Currently, if you look at the textures in the material editor, you'll see there is some slight tile and offset - that was to make it easier to see how it was looking in the material preview. The same thing applies though when you have applied the material to an object in Rhino:

1. show one of the material's textures in the plugin's material editor
2. hold down CTRL+SHIFT
3. put the cursor in one of the tile x/y or offset x/y edit boxes
4. roll the mouse wheel

Holding down CTRL will make the change take effect in all textures in the entire material, otherwise you will just be adjusting the texture you're currently editing. If you have your viewport set to rendered mode, you will get real-time visual feedback on the changes you are making.

If you need more control than tile and offset can give you, then you will want to consult the Rhino help file regarding texture mapping.
User avatar
By caryjames
#313454
Hi JD- I just had a chance to look at that material and think that it looks great!!!!! I am wondering about one thing though....

Why do you have a different map for the displacement than the roughness map? The roughness map looks to be strictly black and white and the displacement map looks slightly blue/silver.

Thanks!
Cary
By JDHill
#313456
I think that all you're seeing there is that the preview in the main displacement page of mxed is showing the effect of the texture's invert switch, but not the effects of the saturation/brightness/contrast controls - saturation is at zero.
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