All posts related to V3
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By Nasok
#375539
Hey guys .. to get the result as seen on fridge .. you're simply have to do 3 things:

Brushed visible texture - easily with procedurals
Anisotropy - easily with material editor
and Curvature of the model itself. - easily with your hands. Just keep in mind that those iconic highlights and reflection behavior appears mostly on curved surfaces. So Once you bend your fridge's door - I think you'll get it.

Cheers.
By fcoltro
#375706
Nice Method Seghier,

I did some tests and this is the result. I tried to remove the pattern in the middle of the object but i dont know how get rid of it, maybe it is the angle of object

Image
User avatar
By Maximus3D
#375791
For better results when creating such materials as brushed metal try combining procedural textures of different sizes, larger, smaller, mediumsized and finally a thin layer of surface scratches to finalize the look and feel of the material. And any metal or reflective surface depends on the enviroment and lighting around it to come alive, it will look dead flat without it.

/ Magnus
User avatar
By polynurb
#375852
cheers guys!

this is how it looks right now:

the layer turned off is a copy but with fresnel off and very low bump(~3) turned on using the same procedural base.
this is for tweaking reflection color and sharpness of the coating effect as in the 2nd image above.

it is turned off in the tests below;

it is not quite there yet, as i can't get the brick offset to be truly random when using very small brick size.. at some point there is visible repetition between the rows, even at 100 random only. in fact i got better results using normal offset.
under certain light it becomes more visible, and the angle map is revealing it the most.. so i somewhat removed the contrast there.
also if using revolved type UVs .. we get a visible seam edge we can't avoid, don't we?

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User avatar
By polynurb
#375854
btw. this is what the exported proc.basemap looks like :)

you can see the slight vertical white traces i can't yet get rid of..

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