Advanced Materials
Advanced Materials
Once explained this concepts, and before to start the "nice" part, we are going to see
how to do a very useful effect which we will use in almost all the materials: the
"Fresnel reflection".
The "Fresnel reflection" is a kind of bounce of the light which only works in the
perpendicular parts of the objects (with the camera). Is the realest for plastics,
glasses, porcelain, etc.
To do this effect is more or less easy:
3. Do "clic" on the "NONE" button of white color, and add there "VRayMap". If
we use another render engine we will use the respective raytrace map, or the
"Raytrace" for the scanline render.
4. The "Fresnel" reflect is done. If we want to blur the reflect, we only need to
turn the "Glossy" check box on, and try with differents values of the
Glossiness.
NOTE: the "quality" of the chromed depends COMPLETELY on the environment that
surrounds the object. The richer environment (a finished 360 complete and full
scene), the better result.
2. Change the black color of the "Reflect" (no reflect) with white (maximun
reflection). Activate the "Fresnel reflections" (easier than standard way
seen before).
3. The refraction works exactly the same way of reflection. Change the
black color (no refraction) with white (maximun refraction).
VERY IMPORTANT: to get a "real" glass, we must use the specific Index Of
Refraction (IOR) of the glass (1,52 more os less). If we use another value the effect
will be wrong.
1.
2.
Not flat glass: this is a very interesting glass, and can be used in
screens, windows, etc. We only need to use a bump map. In this case,
it's made with a noise map in the "Bump" button.
3.
Acid glass: it could be a variation of the last material, but with a very
small size of noise. To do this we don't need a bump map, because the
VRayMat has an option to get this effect. We only need to activate the
Glossiness value from 1 (perfect glass with no distortions) to the
value we want (0,8 is the value of the example). The smoothness of
this effect depends on the Subdivs value: the higher the smoother
(but it increase the render time).
In the Diffuse color button add a Falloff map (due to the effect of the
real metallic paint) not a basic color. Once into the "Falloff" options,
change the first color with the desired color of the object (blue, red...)
and the second one with a very darker version of the first color, or even
black.
2.
3.
Apply a Fresnel reflect (in the metallic paint case, we can use a 20%
common reflect).
Water
At the begining, we must think about wwhat kind of water we need,
transparent water (if we are going to see what is under the sea), or
opaque one (if we only want it refrecl). If we need transparent water we
will use a "VRayMtl" material due to the possible problems with the
shadows if we use a "Standard" one.
Transparent water (VRayMtl Material)
To avoid the bright "Fresnel" reflects we will use the black as the
"Diffuse" color.
2. Change the black of the "Reflect" box to white and check the Fresnel
reflection on.
3. Also, modify the black box of the "Refract" to white (total refraction).
The Index Of Refraction (IOR) must be 1,33.
4. We get the relief using a Noise map ("Regular" or "Fractal" as we
want).
NOTE: is very important to activate the Affect Shadows checkbox of
the VRayMtl material to process correctly the color.
1.
Selection of the original table of Jon Reynolds about Reflect and Refract values
Material
Pure
aluminum
/polished
Matte aluminum
Steel
INOX
High polished
copper
Latn muy
pulido
Light oak
/polished/
Dark oak
/polished/
White paper
Granite
Polished marble
Light stucco
Dark stucco
Concrete
Bricks red/new
Glass
Reflectance
Material
values
65 - 75 %
Air
Index of Refraction
(IOR)
1,0002926
55 - 75 %
25 - 30 %
80 - 90 %
60 - 70 %
Alcohol
Amber
Aquamarine
Diamond
1,329
1,546
1,577
2,417
70 - 75 %
Emerald
1,56
25 - 35 %
Glass
1,51
10 - 15 %
Hydrogen (gas)
1,000140
70 - 80 %
20 - 25 %
30 - 70 %
40 - 45 %
15 - 25 %
20 - 30 %
10 - 15 %
5 - 10 %
Ice
Metanol
Naylon
Oxigen (gas)
Oxigen (liq)
Plastic
Quartz
Ruby
1,309
1,329
1,53
1,000276
1,221
1,460
1,544
1,760
Silver mirror
High polished
mirror
White tiles
White enamel
White lacquer
80 - 88 %
92 - 95 %
Tiger eye
Topaz
1,544
1,620
75 - 80 %
65 - 75 %
80 - 85 %
Water (gas)
Water (20 C.)
Zircon
1,000261
1, 33335
1,800 1,960
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