Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Struggling to make a realistic clear plastic material in mental ray??
show user profile  aniworld
Please help,
I have been trying to make a realistic looking clear plastic texture for a lens in the front of a bike light i am modelling?
i have tried allsorts of combinations but without much success?
i am really struggling to make it translucent as i can only find an opacity controller?
i have been trying to use a combination of the raytraced map in side the reflection and refraction map slots which is better but no where near where i want it?

i have tried the architectural materials (glass and plastic) but they always come out really dark? and i want to see all the chrome like reflections inside?

I can get close to what i want using the scanline render? but it looses its transluceny in mental ray?

any ideas? cheers :)
read 3375 times
11/26/2011 10:49:12 PM (last edit: 11/26/2011 10:49:12 PM)
show user profile  Nik Clark
Can we see what you have so far?



read 3370 times
11/26/2011 11:04:55 PM (last edit: 11/26/2011 11:04:55 PM)
show user profile  mike_renouf
Personally I'd stick with mental ray and just use the arch&design materials. They take a bit of getting used to but they very good when you get the hang. The default glass material should be a good starting point. Whether you choose the solid, thin walled or physical option will depend on how you built your geometry and what you're trying to visualise.

Show us a WIP and I'm sure you'll get some good help.




read 3367 times
11/26/2011 11:12:16 PM (last edit: 11/26/2011 11:12:16 PM)
show user profile  aniworld
just doing a couple of renders now,
i have never done anything realistic before and would love to be able to create some of the images i have seen floating around on the members gallery.
i will post up my renders shortly :)
read 3363 times
11/26/2011 11:23:08 PM (last edit: 11/26/2011 11:23:08 PM)
show user profile  aniworld
in the meantime here's what im trying to create

read 3361 times
11/26/2011 11:25:32 PM (last edit: 11/26/2011 11:25:32 PM)
show user profile  mike_renouf
Well id say it should be quite straightforward. You need a chrome-like material applied to the cone shape inside the lamp and a reflective glass cover. In order to make the glossy reflections convincing you will need an environment or more geometry around the lamp to give the reflector something to reflect.

Mentalray has defaults for chrome and glass. Give them a try and also show us a wireframe please :)




read 3345 times
11/26/2011 11:34:25 PM (last edit: 11/26/2011 11:34:25 PM)
show user profile  aniworld
ok here's what im getting at the mo:
this was my best effort using a standard material as i mentioned above:
and this is what im getting at the mo with the arch&design materials usinig the chrome on the cone shapes and the glass - thin walled on th eouter surface:

for some reason i am finding it differcult to get any light into the lens? i wanted thhe image to be really dark and moody so i dont want to add too much light? although this is only rough and currently only one target light.

what do you think might help?

Also here's the lens model i am using:

my worry is that because at the moment the cones are seperate elements within the model and so aren't properly connected tot he outer lens? will this cause any real issues? could this be stopping the light from getting in?
read 3340 times
11/27/2011 12:17:10 AM (last edit: 11/27/2011 12:27:47 AM)
show user profile  aniworld
This is were i am at th e moment, i pretty happy with it. It still looks a little dark for me but thats probably true to it enviroment.

any improvments you could recommend?

cheers :)
read 3316 times
11/27/2011 2:18:54 AM (last edit: 11/27/2011 2:18:54 AM)
show user profile  Mr_Stabby
the problem isnt the glass, its your light setup - the reference picture has a lot of diffuse light heading towards it from every direction, from the looks of it you only have a single directional light. Other things that could be wrong are the material and light intensities - the other materials could be too bright in relation to reality which in turn makes the only realistic material look dark. Using solid/thin wall setting on the wrong type of mesh - using solid on a single side lens would give the impression of the entire insides of the flashlight being glass, using thin on a solid lens would make it double. If you are using the physical type make sure your scales are correct since refraction depth (and the refractive resistance it gathers) depends on it. Also the default glass in MR is sort of what an impossibly perfect wine bottle would use, not something you'd use as a window or flashlight lens, you should tone down its reflectivity a bit, make it a tiny bit less transparent and make the refraction color (or color at max distance if physical) brighter to match your needs.

read 3310 times
11/27/2011 5:12:24 AM (last edit: 11/27/2011 5:12:24 AM)
show user profile  Bolteon
yup, chrome/reflectivity looking real is all about the environment and lighting.

-Marko Mandaric



read 3307 times
11/27/2011 5:37:51 AM (last edit: 11/27/2011 5:37:51 AM)
show user profile  aniworld
Cheers for your help :)

here's what i have at the moment,
Stabby was right about the scale my original model was way too big!

please let me know what you think and how i could improve it even further,
cheers :)

read 3264 times
11/28/2011 8:59:37 AM (last edit: 11/28/2011 8:59:37 AM)
show user profile  Bolteon
well whats your goal?

if it's to match that photo, you've got a good deal of work to do but we can point you in the right direction.

-Marko Mandaric



read 3259 times
11/28/2011 9:45:51 AM (last edit: 11/28/2011 9:45:51 AM)
show user profile  mike_renouf
I guess you could try a few things if you're just playing.

Stick light sources in the torch and try to simulate it being switched on.
Put a physical glass material (instead of thin walled) onto the cover, turn on caustics and see what you get.
Volumetric atmosphere to simulate fogginess and get some shafts of spooky light from the torch.(I've never messed with that myself, but it could look cool).
Put the torch in a decent studio lighting setup and see if you can make it look like a professional product advertisement.




read 3237 times
11/28/2011 2:48:39 PM (last edit: 11/28/2011 2:48:39 PM)
show user profile  mike_renouf
This might be of interest to you, though not directly applicable in this instance:
http://www.dmmultimedia.com/3dtips_04.htm




read 3224 times
11/28/2011 6:32:57 PM (last edit: 11/28/2011 6:32:57 PM)
show user profile  aniworld
Hi,
Thanx for your advice i will get on it and post up my results.
Cheers Mike_renouf i'll have a look at that tutorial.

Cheers again,
d:)
read 3215 times
11/28/2011 8:19:42 PM (last edit: 11/28/2011 8:19:42 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org