Material Thread - Post your materials here?
Material Thread - Post your materials here?
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?
Thoughts?
Last edited by OnoSendai on Mon Jun 09, 2008 7:54 pm, edited 1 time in total.
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>
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>

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

Edit:

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.
Cool 
Here are some materials I've made
Enjoy!
Funky Wallpaper
funky_wallpaper.jpg
Texture File
Scretched Rubber
scratched_rubber.jpg
Texture File
Cola
Cola.jpg

Here are some materials I've made

Enjoy!

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>
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.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>
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- Posts: 289
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- Location: Odense, Denmark
Just open you xml or igs file in a texteditor and look for the name of the material there.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
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.
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>
!-- 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>
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- deltaepsylon
- Posts: 417
- Joined: Tue Jan 09, 2007 11:50 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
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.
Imagine maybe even a program that would connect to some server, and download updates to the materials database!
that would be pretty kewl

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.
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).
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
- deltaepsylon
- Posts: 417
- Joined: Tue Jan 09, 2007 11:50 pm
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