Lyonz Posted July 19, 2010 Share Posted July 19, 2010 Hello all, Wondering if anyone has a good method for creating a photorealistic plane metal ? As the harrier i have made looks like a toy atm. Im using a reflective shader with low specular and low reflection with a painted texture map. Thanks Lyonz Quote Link to comment Share on other sites More sharing options...
Ratman Posted July 19, 2010 Share Posted July 19, 2010 http://www.cgtextures.com/ Quote Link to comment Share on other sites More sharing options...
stu Posted July 26, 2010 Share Posted July 26, 2010 One has to keep in mind that for the most part you're recreating painted surfaces and not bare metal. I'd think that for modern aircraft you'd want something with a VERY low spec/reflective contribution (by design - the "low vis" paint scheme has been in practice for about 30 years now) and a fairly high diffuse roughness value. Low spec/reflection and a higher diffuse roughness should almost always go hand in hand IMHO. If you're looking towards a PBR render you're going to want to set the spec to 0, otherwise you're going to inadvertently double up your specular contribution because the renderer is going to add the specular highlight AND reflect the lightsource with a reflective shader - a no no. A handy generalization for sunlight is to create a disc shaped area light and set it's size to 8% of it's distance from the subject. If it's a 100 units away, it's size should be around 8 units. Quote Link to comment Share on other sites More sharing options...
Lyonz Posted July 31, 2010 Author Share Posted July 31, 2010 One has to keep in mind that for the most part you're recreating painted surfaces and not bare metal. I'd think that for modern aircraft you'd want something with a VERY low spec/reflective contribution (by design - the "low vis" paint scheme has been in practice for about 30 years now) and a fairly high diffuse roughness value. Low spec/reflection and a higher diffuse roughness should almost always go hand in hand IMHO. If you're looking towards a PBR render you're going to want to set the spec to 0, otherwise you're going to inadvertently double up your specular contribution because the renderer is going to add the specular highlight AND reflect the lightsource with a reflective shader - a no no. A handy generalization for sunlight is to create a disc shaped area light and set it's size to 8% of it's distance from the subject. If it's a 100 units away, it's size should be around 8 units. Thanks for the reply's. I am using 0.05spec with 0.2 U/V roughness also using 0.05refl. Im trying to get a glossy black surface for the cockpit, as it doesnt have an interior. wonder what shader and setting you would surgest, as im using the glass shader atm with default setting but have increased the inside refraction to 2.52. small render http://i23.photobucket.com/albums/b395/1davidlyon/4UpdatedLessReflectionsHighlights.jpg Quote Link to comment Share on other sites More sharing options...
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