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Carpaint test
Posted: Fri May 11, 2007 10:42 pm
by domparis
Hi, long time without posting, lot of news versions of indigo too
Here a try around a carpaint material using the latest indigo (0.8t2), using 2 blend material.
Still a commercial model from Dosch.
Cheers !!
Dom
Posted: Fri May 11, 2007 10:51 pm
by fused
looks very good
want to share your material settings?
Posted: Fri May 11, 2007 11:24 pm
by Johny
Cool!
Just the back chair need more smoth than now.

Posted: Sat May 12, 2007 1:44 am
by OnoSendai
Cool!
I'm interested in seeing the material.
Posted: Sat May 12, 2007 3:42 am
by zsouthboy
I don't see the blend, honestly. Can someone point it out to me?
Also, I though car paint usually has some anisotropic properties...
Posted: Sat May 12, 2007 5:30 am
by CTZn
This image is too clean, maybe you can use an exponent map with pixel noise to fake metallic flakes in paint...
Posted: Sat May 12, 2007 6:19 am
by Zom-B
CTZn wrote:This image is too clean, maybe you can use an exponent map with pixel noise to fake metallic flakes in paint...
nice idea!
Posted: Sat May 12, 2007 6:51 am
by manitwo
i guess its a blend between two phongs which differ in exponent(a lower and a higher one - look at the right rear-view mirror on the left side of the image) with slightly different colors(violet and blue i think) to simulate the different layers of carpaint.
btw, ono: could you add "blend-mode" option for blends? something similar than the photoshop layer-modes? (screen, multiply, ...)
this way we could built a carpaint-material like this: high exponent reflection on top of a glossy phong.
Posted: Sat May 12, 2007 7:41 am
by domparis
Thanks for reply, actually manitwo give an exellent decription of the mat, i use one more as color base that give me a greater control, blending mode would be a plus to add more control in this kind of "layered material".
Update, new color :
My photo reference :
http://www.seriouswheels.com/2007/2007- ... 0x1200.htm
For the suggestion of adding a pixel noise in the exponant_map, it's an option i usually set on my maya shaders, i will try to make a proper scaled map, with this blend mat the noise get hard to resolve under skylight condition, in studio setup things works better, here some ealier tests :
Here the mat :
Code: Select all
<material>
<name>q7_body_base_deepblue</name>
<diffuse>
<colour>.1 0. 0.35</colour>
</diffuse>
</material>
<material>
<name>q7_body_glossy</name>
<phong>
<ior>2.5</ior>
<exponent>30</exponent>
<diffuse>0.05 0.05 0.05</diffuse>
</phong>
</material>
<material>
<name>q7_body_reflect</name>
<phong>
<ior>1.5</ior>
<exponent>50000</exponent>
<diffuse>0 0 0</diffuse>
</phong>
</material>
<material>
<name>q7_body_mix1</name>
<blend>
<a_name>q7_body_base_deepblue</a_name>
<b_name>q7_body_glossy</b_name>
<blend_factor>0.75</blend_factor>
</blend>
</material>
<material>
<name>q7_body</name>
<blend>
<a_name>q7_body_mix1</a_name>
<b_name>q7_body_reflect</b_name>
<blend_factor>0.5</blend_factor>
</blend>
</material>
Cheers
Dom
Posted: Sat May 12, 2007 11:14 am
by neepneep
Thats a fantastic looking material! - I never knew it was possible to blend a blend material!
Posted: Sat May 12, 2007 10:52 pm
by Sebastian
I never knew it was possible to blend a blend material!
Is it ???
Posted: Sat May 12, 2007 10:56 pm
by suvakas
Sebastian wrote:I never knew it was possible to blend a blend material!
Is it ???
Yes it is

Posted: Sat May 12, 2007 11:10 pm
by zsouthboy
neepneep wrote:Thats a fantastic looking material! - I never knew it was possible to blend a blend material!
The world explodes a little more, every time that happens.
Posted: Sun May 13, 2007 8:05 am
by F.ip2
mh i am still not convinced that this looks close to anisotropic type car metal paint.
the blend has to follow the normal vector to give you that impression.
http://mke3.net/projects/tests/carpaint_nodes.jpg
but as you can see here there are also paints without that effect:
http://oldholden.com/ohfiles/images/charger.preview.jpg
or here the fresnel reflection provides a lot of information:
http://car-paint.us/candy-auto-paint.jpg
quite important is what you see in the reflections !!!
in your case it looks like a vertical ramp shader blend.
thats to uniform.
Posted: Sun May 13, 2007 11:32 am
by domparis
@neepneep: thanks !
@F.ip2 : Yep, your right, but carpaint is versatile like you point it in your link, my try was focused only on available "features", since normal vector blending of color it's not possible i only try to mimic the glossy/flakes properties of metallic car paint, because the specular model is not enough in one layer, you need to decompose the mat to mix the 2 properties, my settings it's for sure not the best, but i try, and in that same way i'll try to get some more "approching" model
So to resume, i can list at least 3 carpaint model that in my words would be :
- simple paint (low cost car, or old car, 2 layers)
- clear coat paint (that containts flakes, modern car, 3 layers)
- specialized paint (like the beetle pic in your link, including changing color based on angle, polarization or temperature control, 3 layers+)
For Anisotropy, i'm not sure it's the specular model clear coat paint car use, i think it's more a Cook-Torrance specular model, but correct me if i'm wrong.
Thanks for your critics
Dom