Beer glass scene creation
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# 1 17-03-2009 , 10:45 PM
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Wood Shading Network

Hello my dear friends user added image

After a whole day, a headache and a great depression i finally remembered that this is the place to find help user added image

Here now my Problems:

1st Problem: I modelt a rifle and i want the back part of it out of wood. The mental ray shader for the wood part is suppose to look like this:

user added image

and a picture of my model :

user added image

2nd Problem:

Another wood problem user added image
I would like to have a parquet floor looking like this in my scene:

user added image

dont really know whats the problem with wood textures and me user added image
i just cant get it to look good....

It would be so nice if somebody could help me out before i run nuts ...

PS: SORRY for bad spelling and/or grammatic issues

# 2 17-03-2009 , 11:18 PM
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the Mia mat is good for both, I think the key attributes that need attention are reflection based, like blurring the reflection, a reflection fade color (especially for those floors) and the BRDF settings.


- Genny
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# 3 18-03-2009 , 12:38 AM
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rifle might have something wrong with it's UVs

post a screen shot of it, and a screen shot of the material attributes related to the texture

if it's not to do wtih the UVs then... i dunno...




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# 4 18-03-2009 , 12:44 AM
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1.did you check the normals where are they facing?
2. Some problems are made of wrong uvmapping i used to have some issues so please post your UV mesh so that we can help you.

# 5 18-03-2009 , 09:07 AM
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NEW DAY NEW START user added image

first of all thanks for the fast reply!! user added image

I´ve made screenshot of the UV´s and a Test Render so u can really "see" what i am talking bout...

UV MAP :
user added image


TEST RENDER:
user added image

user added image

could it be that my texture is not high rez enough??

# 6 18-03-2009 , 03:40 PM
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user added image

getting closer

# 7 18-03-2009 , 03:55 PM
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The blurryness in this case is most likely your texture res is not high enough , you have to take into account how much space of the texture the UV's actually occupy and by that i mean that if the uv's only occupy half of a 1024 res image then the texture res on the material is going to be 512 ect .




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# 8 18-03-2009 , 04:31 PM
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great post thnx user added image

i found a higher res texure user added image
and i tried to max out the uv map onto it user added image

user added image
user added image

how would u guys improve the shader itself?

user added image

# 9 18-03-2009 , 07:09 PM
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Originally posted by GecT
....I think the key attributes that need attention are reflection based, like blurring the reflection, a reflection fade color (especially for those floors) and the BRDF settings.

Blurring the reflections means decreasing the "glossiness" attribute, the glossiness samples will make the blurring smoother. (all this will increase render time depending on how much blurring and how smooth the blurring is set to be) In the "BDRF" section you may need to check on fresnel reflection or change the 0 and 90 degree reflectivity because I'm looking at the ref pic and the material seems to have angle based reflectivity.


- Genny
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