Yet Another Thread about Cycles Materials. This material is made with Blender and Cycles. I have tried to make a kind of coated glossy node. I have mixed a diffuse and a glossy node to get a specular material. The color of the glossy node will be the color of the specular reflections. I have used RGB (0.8,0.8,0.8). It is not recommended to use (1,1,1), because of it can produce fireflies. The roughness of the glossy node will determine how sharp the mirror reflections are.Then I have mixed this with another glossy node, but this time I have use a fresnel node as mixing factor.
My aim is getting a coating above the material. I will reuse this node group in my next material.Bye. Cycles & OSL « A bit of everything. This shader is the OSL implementation of a technique described here by Joost van Dongen. It uses raycasting to render false interiors on a simple mesh (I used a scaled cube in the example). I don’t know if this could be actually useful (rendering is really slow, it took 1 min 28.22 sec to render 50 samples), but surely it saves time when you don’t need detailed interiors and you want to improve a city scene or an architectural render without wasting time to model all rooms.
The shader uses a texture atlas to texture all rooms differently and randomly changes wall order when using the same room in the atlas. Rooms are rendered perspectively correct, thus allowing animated renders; the number of rooms does not influence rendering time. Lights in the building can dynamically be turned on and off. The rooms are also covered by window glasses: you can see sky reflections on dark rooms. This is the shader node network: A red outline surrounds the interior mapping node. The black dots are gone! Surface Knowledge | mínima expresión. Procedural Stippled Finish August 5, 2013 in Surface Knowledge by Juan José Torres You might have noticed the stippled finish in the background wall I used for my last scene.
Stippled finish paint was very popular back in the eighties, so I created this material to get an old fashioned feel that would fit the vintage hardware portrayed in the scene. Read the rest of this entry → Procedural orange skin October 25, 2012 in Surface Knowledge by Juan José Torres Just as I announced in my previous post, here is a new entry in the Surface Knowledge series available for download. Procedural wood May 8, 2012 in Surface Knowledge by Juan José Torres The next entry in this series is a much improved version of my procedural wood. Procedural rust May 7, 2012 in Surface Knowledge by Juan José Torres The first entry in this Surface Knowledge series will be the now fully procedural metal rust material. Surface Knowledge May 6, 2012 in Surface Knowledge by Juan José Torres. Material World | Great 3D materials for blender. OpenShading | Rendering with Free Software. Small Blender Things.