Material Thread - Post your materials here?

General questions about Indigo, the scene format, rendering etc...
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OnoSendai
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Material Thread - Post your materials here?

Post by OnoSendai » Wed May 23, 2007 1:28 am

Arne has made a nice material web page, but until that is working properly and integrated with the Indigo site, how about posting materials here?

Thoughts?
Last edited by OnoSendai on Mon Jun 09, 2008 7:54 pm, edited 1 time in total.

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Kram1032
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Post by Kram1032 » Wed May 23, 2007 1:33 am

AS radiance has not too much time^^
yes, may not be a bad idea :D
I'll post my Amethyst-mats, mom

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Kram1032
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Post by Kram1032 » Wed May 23, 2007 1:43 am

Code: Select all

<medium>
		<name>brightAmethyst</name>
		<precedence>10</precedence>
		<basic>
			<ior>1.5533</ior>
			<cauchy_b_coeff>0.013</cauchy_b_coeff>
			<absorption_coefficient_spectrum>
				<rgb>
					<rgb>16.5 33 8.25</rgb>
				</rgb>
			</absorption_coefficient_spectrum>
		</basic>
	</medium>
	<material>
		<name>brightAmethyst</name>
		<specular>
			<transparent>true</transparent>
			<internal_medium_name>brightAmethyst</internal_medium_name>
		</specular>
	</material>
and

Code: Select all

<medium>
		<name>darkAmethyst</name>
		<precedence>11</precedence>
		<basic>
			<ior>1.5533</ior>
			<cauchy_b_coeff>0.013</cauchy_b_coeff>
			<absorption_coefficient_spectrum>
				<rgb>
					<rgb>22.000000000000000000000000000011 33 10.999999999999999999999999999989</rgb>
				</rgb>
			</absorption_coefficient_spectrum>
		</basic>
	</medium>
	<material>
		<name>darkAmethyst</name>
		<specular>
			<transparent>true</transparent>
			<internal_medium_name>darkAmethyst</internal_medium_name>
		</specular>
	</material>
the aktual difference between these mats is nearly invisible, but the brighter one is slightly bluisher and brighter (D'oh), while the darker one is slightly more violet and darker (D'oh)
;)

IoR and cbc settings are from Wikipedia, so, they should be physically correct ;)

Edit:Image
The one, that's more in the background, is the "bright" Version, the one, that's more in the foreground, is the "dark" Version.
The Material-split is exactly in the middle.
Last edited by Kram1032 on Thu May 24, 2007 1:47 am, edited 2 times in total.

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arneoog
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Post by arneoog » Wed May 23, 2007 1:47 am

Cool :)

Here are some materials I've made :wink:
Enjoy! :P

Funky Wallpaper
funky_wallpaper.jpg
Texture File

Code: Select all

      <material> 
            <name>a</name> 
            <phong> 
                  <diffuse>0 0 0</diffuse> 
                  <nk_data>nkdata/au.nk</nk_data>  
                  <exponent>100000</exponent>  
                  <fresnel_scale>1</fresnel_scale>  
            </phong> 
      </material> 

      <material> 
            <name>b</name> 
            <phong> 
                  <diffuse>0.3 0.1 0.1</diffuse> 
                  <ior>1.7</ior> 
                  <exponent>700</exponent>  
                  <fresnel_scale>1</fresnel_scale> 
            </phong> 
      </material> 

      <material> 
            <name>materialShader</name> 
            <blend> 
                  <a_name>b</a_name>  
                  <b_name>a</b_name>  
                  <blend_factor>0.5</blend_factor>  
             
                  <blend_map>  
                        <uv_set>default</uv_set>  
                        <path>pattern003.jpg</path>  
                        <exponent>1.0</exponent>  
                  </blend_map>  
            </blend>  
      </material>
Scretched Rubber
scratched_rubber.jpg
Texture File

Code: Select all

      <medium> 
            <name>redRubber</name> 
            <precedence>10</precedence> 
            <basic> 
                  <ior>1.4</ior> 
                  <cauchy_b_coeff>0.0</cauchy_b_coeff> 
                  <absorption_coefficient_spectrum> 
                        <rgb> 
                              <rgb>10.0 60.0 60.0</rgb> 
                        </rgb> 
                  </absorption_coefficient_spectrum> 
            </basic> 
      </medium> 

      <material> 
            <name>materialShader</name> 
            <glossy_transparent>  
                  <exponent>400</exponent>  
                  <internal_medium_name>redRubber</internal_medium_name>  
                  <bump_map> 
                        <uv_set>default</uv_set> 
                        <path>scratch_bump.jpg</path> 
                        <exponent>0.0004</exponent> 
                  </bump_map> 
            </glossy_transparent> 
      </material>
Cola
Cola.jpg

Code: Select all

<medium>   
      <name>cocaCola</name>   
      <precedence>10</precedence>   
      <basic>   
            <ior>1.427</ior>   
            <cauchy_b_coeff>0.0</cauchy_b_coeff>   
            <absorption_coefficient_spectrum>   
                  <rgb>   
                        <rgb>70.0 125.0 250.0</rgb> 
                  </rgb>   
            </absorption_coefficient_spectrum> 
      </basic>   
</medium> 

<material> 
      <name>materialShader</name> 
      <specular> 
            <transparent>true</transparent> 
            <internal_medium_name>cocaCola</internal_medium_name> 
      </specular> 
</material>

Slobodan
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Post by Slobodan » Wed May 23, 2007 1:58 pm

Maybe now is good time to go back to material preview scene and decide which one do we use.. :D :D

Slobodan

StompinTom
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Post by StompinTom » Wed May 23, 2007 2:32 pm

add a thumbnail too. makes it much easier to see exactly what your throwing onto your beautiful model.

StompinTom
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Post by StompinTom » Thu May 24, 2007 1:42 am

wow. never mind. next time ill take a closer look at them links.

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Kram1032
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Post by Kram1032 » Thu May 24, 2007 1:47 am

no problem ;)

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filippo
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Post by filippo » Sat May 26, 2007 10:43 pm

hi, I use maxigo for 3d max, I exporter the material from the material editor, but I have one file .igm.
where I found the code?
filippo
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SimonLarsen
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Post by SimonLarsen » Sat May 26, 2007 10:48 pm

filippo wrote:hi, I use maxigo for 3d max, I exporter the material from the material editor, but I have one file .igm.
where I found the code?
filippo
Just open you xml or igs file in a texteditor and look for the name of the material there.

Edit: Oh, sorry, i read it like you didn't have an igm-file.
I think you can open the igm in a texteditor too.

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filippo
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Post by filippo » Sun May 27, 2007 3:19 am

material for LCD
!-- Exported From Maxigo 0.8.3 -->

<materialdata>
<version>0.8</version>
<medium>
<name>schermo lcd spento-medium</name>
<precedence>10</precedence>

<basic>
<ior>1.5</ior>
<cauchy_b_coeff>0.0</cauchy_b_coeff>

<absorption_coefficient_spectrum>
<rgb>
<rgb>203.0 203.0 203.0</rgb>
</rgb>
</absorption_coefficient_spectrum>

</basic>
</medium>


<material>
<name>schermo lcd spento</name>
<specular>
<transparent>false</transparent>
<internal_medium_name>schermo lcd spento-medium</internal_medium_name>
</specular>
</material>

</materialdata>
Attachments
materil.jpg
image
materil.jpg (10.06 KiB) Viewed 22504 times
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Kram1032
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Post by Kram1032 » Sun May 27, 2007 7:55 am

nice :D
seems to depend on the model, but:
my LCD-TV is not that reflective... I saw such reflective ones, though...

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deltaepsylon
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Post by deltaepsylon » Sun Jun 24, 2007 1:05 pm

We should have some kind of giant XML file that we can all add materials to... but that would be kind of complex to synchronize with everyone adding materials and such. BTW in order to include external materials, u use <include><pathname>extramaterials.xml</pathname></include>, right?
Imagine maybe even a program that would connect to some server, and download updates to the materials database!
that would be pretty kewl :D

Edit: Can anybody post some good glass materials? for some reason, all the ones that ive used come out really weird. Like, I tried to render a cup and there were weird black regions in places. I can post a screenshot if necessary.

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CTZn
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Post by CTZn » Mon Jun 25, 2007 2:28 am

It's not the material, but the geometry wich has too sparse details. Subdivide the object further, these black regions are caused by Gouraud shading (I think) and objects have to be of an higher resolution to avoid this.

And... true, you can include a material database in your scenes (wer, in fact I think you can).
Last edited by CTZn on Mon Jun 25, 2007 8:04 am, edited 1 time in total.
obsolete asset

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deltaepsylon
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Post by deltaepsylon » Mon Jun 25, 2007 5:26 am

ah. Thank you, I'll go check it out now.

Edit: You can
its the exact XML that i had guessed :lol:

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