- Thu Jul 02, 2009 1:55 pm
#303485
Let's say you're supposed to render a plastic product, which has a matte surface.
You would probably then revert to making the material less shiny by playing wit the roughness parameter, rather than applying a fine bump map.
But most plastic is actually more glossy, and it's the fine bumpy texture on the surface that make it appear matte.
So, if there was a native 3D procedural map in the material editor, you could apply this and get the right scale every time, without any mapping efforts in your 3D program.
Also, you'd be able to define a standard material surface finish library, ranging from polished SP-A1 to charmille 5-40 (EDG) (rough)
most plastic goods are produceb by molding, and the surface finishes are using a standard, how about even incorporating that directly into the renderer?
Thanks for a great piece of software,
Johan
Industrial designer
You would probably then revert to making the material less shiny by playing wit the roughness parameter, rather than applying a fine bump map.
But most plastic is actually more glossy, and it's the fine bumpy texture on the surface that make it appear matte.
So, if there was a native 3D procedural map in the material editor, you could apply this and get the right scale every time, without any mapping efforts in your 3D program.
Also, you'd be able to define a standard material surface finish library, ranging from polished SP-A1 to charmille 5-40 (EDG) (rough)
most plastic goods are produceb by molding, and the surface finishes are using a standard, how about even incorporating that directly into the renderer?
Thanks for a great piece of software,
Johan
Industrial designer

- By Jochen Haug