miércoles, 27 de febrero de 2013

Car Paint Material

Today I'm going to show you a car paint material. Particularly, I like this one a lot.

Hoy voy a mostraros un material de tipo pintura metalizada de coches. Particularmente este me gusta mucho.



I thought in creating a node group for cars, with only one parameter: the color.

Yo pensé en crear un grupo de nodos para coches, con sólo un parámetro: el color.



And the node setup is as follows:

Y la configuración de nodos es como sigue:


Don't look for a detailed explanation of the glossy factor setup. Just I tested several options and that dot product shows an effect I liked. Apart from that, I used a double glossy mix, with the group color parameter and pure black. I wanted a dark color backwards.

No busques una explicación detallada de la configuración del factor de mezcla de los brillos. Yo sólo probé varias opciones y el producto escalar muestra el efecto que me gusta. Aparte de eso, he usado una mezcla de dos nodos de brillo, con el parámetro color del grupo y un negro puro. Yo quería un tono de color oscuro en las partes posteriores.

You can see this material in the Mike Pan bmw model (you can download it from blender cycles demo files).

Puedes ver este material en el modelo bmw de Mike Pan (puedes descargarlo de los ficheros demo de blender cycles)



You can download this an other car paint materials from blendswap.

Puedes descargar este y otros materiales de pintura metalizada de blendswap.

Bye

Hasta la vista

miércoles, 20 de febrero de 2013

Satin Fabric Material

Hi all. Today I'm going to make a basic satin fabric material.

Hola a todos. Hoy voy a hacer un tejido satinado básico.


As you can see, I have changed my usual test scene. I'm using one blender test scene, made by @Tuqueque. This file contains three scenes. You must select the one for clothes that you can see in my image.

Como puedes ver, he cambiado my escena de prueba habitual. Estoy usando una de las escenas de pruebas de blender, hecha por @Tuqueque.

The test scene is very important and must be suitable for the material you are looking for. See how this material does not stand up in my usual scene:

La escena de prueba es muy importante y debe ser adecuada para el material que estás buscando. Mira como este material no destaca en mi escena habitual.


The node setup is very simple. Just a mix between two glossy shaders:

La configuración de nodos es muy simple. Solamente una mezcla entre dos nodos de brillo:


Bye

Hasta la visa 

jueves, 14 de febrero de 2013

Color Mix Modes in Blender / Cycles

Here there are a brief reference about color mix node and its modes (for further reference visit blender wiki). This is the node setup I have used:


Mode Mix - Factor 0.0: only the first color appears.


 Mode Mix - Factor 1.0: only the second color appears.


Mode Mix - Factor 0.5: combines both colors with a weight of 0.5.


Mode Add - Factor 1.0: adds RGB components of the colors.

.

Mode Multiply - Factor 1.0: multiplies the RGB components of the colors.


Mode Subtract - Factor 1.0: subtracts the colors values.


Mode Divide - Factor 1.0: divides the colors values.


Mode Difference - Factor 1.0:  Absolute value of the difference. Black for equal values and white for opposite values.


Mode Screen - Factor 1.0:  this is the opposite of multiply. See the wiki.


Mode Burn - Factor 0.5: See the wiki.


Mode Burn - Factor 1.0: See the wiki.


Mode Dodge - Factor 1.0: See the wiki.


Mode Overlay - Factor 1.0: uses multiply or screen mode, depending on the color.


 Mode Lighten - Factor 1.0: if the second color is lighter, then it is mixed.


Mode Darken - Factor 1.0: if the second color is darker, then it is mixed.


Mode Saturation - Factor 1.0: mixes saturation values of the colors, in HSV format. It hasn't effects with black and white patterns.


Mode Hue - Factor 1.0: mixes hue values of the colors, in HSV format. It hasn't effects with black and white patterns.


Mode Hue - Factor 1.0: mixes 'value' values of the colors, in HSV format. It hasn't effects with black and white patterns.


Mode Color - Factor 1.0: adds colors.


Mode Soft Light - Factor 1.0:  there isn't reference in the wiki. It is a mode common in Photoshop.


Mode Linear Light - Factor 0.5: there isn't reference in the wiki. It is a mode common in Photoshop.


Mode Linear Light - Factor 1.0:  there isn't reference in the wiki. It is a mode common in Photoshop.


Bye

miércoles, 13 de febrero de 2013

Old Brass Material

Today I'm going to make an old brass material. This material is made in Blender / Cycles.


I have used the another node setup explained in the mango blog, different to the material of brass material. This is a glossy material with coating:
 

It uses a complex formula to generate the glossy factor, mixing the diffuse and glossy colors, and a fresnel node. The coating layer is white (RGB 0.8,0.8,0.8). I don't use the displacement part.

The final node setup for old brass material is as follows:
 

Bye

lunes, 11 de febrero de 2013

Brass Material

This material is made in Blender/Cycles. I'm going to make a brass material.


This time I have used the node setup explained in the mango blog. The node I have used is this:


It multiplies the fresnel and the glossy color by a factor, and then this is used to mix diffuse and glossy shader. I don't use the displacement part.

The final node setup for brass material is as follows:


Bye

viernes, 8 de febrero de 2013

Swimming Pool Bricks Material

This time I'm going to try to make a material similar to the bricks you can find in a swimming pool.


I have used UV mapping and a couple of colors.


Basically, I have followed these steps:
- Create one material for the bricks.
- Create another material for the mortar.
- Create one mask for the bricks.
- Mix both materials using that mask.
- Add fresnel reflections.

This is the result:


I hope you like it.

Bye

miércoles, 6 de febrero de 2013

Blender Cycles: Geometry Node Vectors Reference

Hi everybody. I'm going to expose a brief reference about Geometry Node Vectors. I have plugged the vector coordenates into the color socket of a diffuse node. Separate and combine RGB nodes are not necessary, but I show them here for a clearer explanation. 

Here is the result:

Position Vector

Normal Vector
Tangent Vector
True Normal Vector
Incoming Vector
Parametric Vector

And this is the result of a dot product between Normal and Incoming vectors:

Dot Product Normal-Incoming Value

Bye

martes, 5 de febrero de 2013

Stainless Steel Material II

Hi all. Now I'm going to explain another way of getting the stainless steel material.
 
You must simply change the Mix Color node for a Color Ramp node.
This setup is similar to the material above, but if you add one stop in the middle of the color ramp node, you can slide it to change the weight of every color. 
Bye

viernes, 1 de febrero de 2013

Stainless Steel Material

I tried to do stainless steel material (little brushed), like this coffee pot.


I have mixed two Glossy shaders, both with GGX option selected. This kind of glossy is recommended for high roughness glossy materials. The former is the base color and gloss. The latter adds specular and mirror reflections.


I have used a Noise Texture node to generate a little brushed pattern. I have deformed it with a mapping node, by scaling it in Y-axis direction. This pattern is applied as factor for a Mix Color node (colors #383838 and #A6A6A6), producing the brushed effect.

Bye
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