Carpaint
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Carpaint
I just tried Nicks carpaint, and while it gives really nice looking speckles, it won’t converge in the darker areas of the car and stays noisy, probably because of the normal map:
I’m trying to think of another way to get those metallic flakes sparkle without making the whole carpaint noisy, something like this:
I’m trying a coating with the substrate being a blend between a normal specular reflection phong, and another phong with a spec-map texture in its specular and fresnel slots. It looks like this:
I’m thinking the sparkles aren’t bright enough in the light areas, and too much visible in the less bright areas (like the reflections from the floor). Does anyone have any idea on how to fix this? Feel free to edit the material file:
I’m trying to think of another way to get those metallic flakes sparkle without making the whole carpaint noisy, something like this:
I’m trying a coating with the substrate being a blend between a normal specular reflection phong, and another phong with a spec-map texture in its specular and fresnel slots. It looks like this:
I’m thinking the sparkles aren’t bright enough in the light areas, and too much visible in the less bright areas (like the reflections from the floor). Does anyone have any idea on how to fix this? Feel free to edit the material file:
Re: Carpaint
Working on a better carpaint material:
I also found and fixed a bug while working on this, which is that the substrate shading normal was not being used in some cases for coating mats, which means coating mats with different substrate normals looked somewhat wrong.
I also found and fixed a bug while working on this, which is that the substrate shading normal was not being used in some cases for coating mats, which means coating mats with different substrate normals looked somewhat wrong.
- Attachments
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- speckled_car_paint_blended_metal_substrate.igm
- (2.92 KiB) Downloaded 274 times
Re: Carpaint
Testing a pearlescent paint - each individual flake has its own metal oxide coating - 4um thick, which gives interference. Since each flake is randomly oriented, this gives a kind of random 'rainbow' colour to each flake.
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Carpaint
Here's my first try with the new carpaint. I must say it's very hard to know when to stop rendering - this rendered for 8 hours, and the carpaint still showed big difference when updating.
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Carpaint
Also the carpaint seems to struggle with small, high intensity light sources.
Re: Carpaint
In what way is it 'struggling'?
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: Carpaint
I think he means that "fireflies" which aren't ones but flakes.
Cheers, zeiti
Cheers, zeiti
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Carpaint
Don't know what was wrong with my flakes there then. It should obviously not look like that.
Re: Carpaint
Perhaps is it as should; with a small light source, only a few specifically oriented flakes will send the light back to the camera. Such real shots are rare for a reference though.Oscar J wrote:Don't know what was wrong with my flakes there then. It should obviously not look like that.
obsolete asset
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Carpaint
Maybe after a really long render time it would converge to a more realistic looking image.CTZn wrote:Perhaps is it as should; with a small light source, only a few specifically oriented flakes will send the light back to the camera. Such real shots are rare for a reference though.Oscar J wrote:Don't know what was wrong with my flakes there then. It should obviously not look like that.
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Carpaint
This one was done using the car paint I attached to my originally post. I think it looks damn good apart from the fact that the spec map I'm using is a texture with flakes that aren't evenly spaced enough, which makes the car paint look non-uniform. If anyone good with ISL could make a procedural version of my spec map, that'd make a really good car paint, me thinks.
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