I try to get a realistic looking brushed metal (fx brushed aluminium).
There is a gap between the real photo and the rendered image.
On the rendered image the tube is brown (reflection from the floor i suppose).
In real it is more silver.
I tried to give the scene more light power but basically no effect.
Any suggestions to solve this problem?
Realistic looking brushed metal
Re: Realistic looking brushed metal
use a NK phong material with the Al.nk file for Alluminium.
Use a scratchy Noise texture only for the exponent, no for bump and no fresnel map!
The exponent Map should have quite some contrast and having B value set to about 500 to 1000...
btw: Your scene is also missing this kind of light for such strong (light) reflections
Use a scratchy Noise texture only for the exponent, no for bump and no fresnel map!
The exponent Map should have quite some contrast and having B value set to about 500 to 1000...
btw: Your scene is also missing this kind of light for such strong (light) reflections
polygonmanufaktur.de
Re: Realistic looking brushed metal
Adding to what Zom-B stated, the flooring in the actual photograph is far more pale than that of the flooring in your rendering. And because that tube is on the floor in the photograph, judging by the direction of the sun and the overall temperature of the image, that is direct sunlight from a winter sun, not sure if cloudy or not, but doesn't matter too much.
My point is, the rendering you have obviously has a much warmer atmosphere than the photograph, so that could be changing the perspective. and you could also just use a noise map as a specular map and attach the map to the material's Exponent value, solving your need to fiddle with values, well most of the time anyhow.
My point is, the rendering you have obviously has a much warmer atmosphere than the photograph, so that could be changing the perspective. and you could also just use a noise map as a specular map and attach the map to the material's Exponent value, solving your need to fiddle with values, well most of the time anyhow.
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