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Material Thread - Post your materials here?
Posted: Wed May 23, 2007 1:28 am
by OnoSendai
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?
Posted: Wed May 23, 2007 1:33 am
by Kram1032
AS radiance has not too much time^^
yes, may not be a bad idea

I'll post my Amethyst-mats, mom
Posted: Wed May 23, 2007 1:43 am
by Kram1032
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:

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.
Posted: Wed May 23, 2007 1:47 am
by arneoog
Cool
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>
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>
Posted: Wed May 23, 2007 1:58 pm
by Slobodan
Maybe now is good time to go back to material preview scene and decide which one do we use..
Slobodan
Posted: Wed May 23, 2007 2:32 pm
by StompinTom
add a thumbnail too. makes it much easier to see exactly what your throwing onto your beautiful model.
Posted: Thu May 24, 2007 1:42 am
by StompinTom
wow. never mind. next time ill take a closer look at them links.
Posted: Thu May 24, 2007 1:47 am
by Kram1032
no problem

Posted: Sat May 26, 2007 10:43 pm
by filippo
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
Posted: Sat May 26, 2007 10:48 pm
by SimonLarsen
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.
Posted: Sun May 27, 2007 3:19 am
by filippo
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>
Posted: Sun May 27, 2007 7:55 am
by Kram1032
nice

seems to depend on the model, but:
my LCD-TV is not that reflective... I saw such reflective ones, though...
Posted: Sun Jun 24, 2007 1:05 pm
by deltaepsylon
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.
Posted: Mon Jun 25, 2007 2:28 am
by CTZn
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).
Posted: Mon Jun 25, 2007 5:26 am
by deltaepsylon
ah. Thank you, I'll go check it out now.
Edit: You can
its the exact XML that i had guessed
