Car Paint Materials: Iridescent Layers / Carbon Fiber / Leather

neblender

check those two and of course use youtube

enjoy

it is pretty easy and logical

in which SVN do we get this new ramp node for windows ?

thanks

I believe it was added sometime last Monday, so Iā€™d say your best bet is to find a build done on Tuesday or later.

Yep but the ramp isnt that super useful in my opinion for iridescent shaders.
Acedragon made a good comment that it is great for slope shading like giving a shader to what faces up what faces horizontal and what faces down.

Todo the good old ramp effect for diffuse or specular like in BI you can simply use the layerweight node.

i got 256 today with bmesh for windows

and i cannot find this new ramp node with cycle enabled
under which category can you find this
i check color vector ectā€¦ and could not locate it !

thanks

Thanks man. I really appreciate it.

Thank you, I really appreciate it a whole lot.

It looks neat and all, but I wonder if such a specialized shader is really necessary. I donā€™t have the modeling skills, but I would like to see the shader that cekuhnen and I came up with on an actual car model with realistic lighting and if it would compare at least close enough to that shader.

Maybe someone more creative than me can come up with other uses for it, if its a lot more economical to render maybe it would have a place.

Personally I would like to see more generic shaders in general that can be plugged together. I think there is too much emphasis on creating easy realistic materials at the expense of not being able to create unrealistic ones, like refraction without reflection.

Perhaps it might not fit cycles style a bit but specialised shaders like car paint and skin are common in most commercial render engines, I known mental ray has one and I think vray too. I tried out your shader on a car model and I must confess I struggled to get it to behave, the hdri I was using overwhelmed it so I am tweaking things at the moment.

The are lots of car models on blendswap so if you canā€™t model you can always grab on of them for tests.

Cool, it will be interesting to see what you come up with in a more practical scenario :slight_smile:

In the meantime this is the simplest I can make this shader using some of cekuhnenā€™s ideas for the color mix nodes. It converges fairly fast and doesnā€™t react too horribly to bright light.

  • Size of the flakes are controlled by the Scale in the Voronoid node (higher = smaller flakes)
  • The spread/intensity of the flakes are controlled by the Gamma/Glossy-GGX:Roughness values (higher = more spread)
  • The color of the Glossy-Sharp node has a slight blue tinge, probably needs to be tweaked depending on amount of environment light. If the light is very strong, a lower gray value might work well.
  • How much environment light is picked up and reflected is controlled by the Factor of the last Mix node (higher = more reflection)

Here it is at medium lighting:

Monsterdog

take a look at shampoo bottle with perl effects or woman hair dryers with flake paints. You see this type of material in many areas not only cars.

You can also add another glossy shader with a different voronoi texture to produce a secondary less glary ? strong flake layer same color or with a different color if desired.

monsterdog I tried out your latest set-up and I would say 9/10 if we are going for a custom paint job like you would see at an Auto show like sema. For manufacturer paint I hit perhaps a self inflicted problem I model at a scale of 1 BU = 1m I think this is the scale that the physically based engines take most of my cars are about 4m in length and about 1.5m in height so even with a voroni scale of 1000 my flakes for manufacturer paint are too big at the moment maybe a mapping node will sort things outā€¦

I will post some pics but I am currently on an ancient p.c and a decent set of renders could take half a day for me to do.

Well done man that last shader is pretty good.

Would love some of this shared on Blendswap.com, amazing work guys.

Yeah, I figured this would become a problem, the Suzanne is roughly 2m across, so I would expect that you would need to scale the Voronoi by a factor of 10-100.

Use the Input>Value node, put in the number 10000 for instance and plug it into the Scale for the Voronoi node.

EDIT: In fact, I just tried this with a scale of 100000 and it looks a lot better with flakes that small.

EDIT2: This can be tweaked endlessly, I think at this point its best left up to the person who has a real application for this :slight_smile: I would love to see it used by anyone with a real scene featuring an object with this kind of paintjob.

This shader is great. Just what I needed for my car & transformer project. monsterdog thanks for the tip about the input value node, I needed to use this also to decrease the speckle more than the maximum value of 1000. Here is a quick test shot of part of the car (only 200 passes).

Thanks a lot for this shader.

http://dl.dropbox.com/u/10023173/LamboShader.jpg

Really great stuff guys! Not too mention great timing. Iā€™ve been working on a Ferrari 599 GTB and this shader is an ideal starting point. Here is a test render of my current scene with a slightly tweaked shader. I most just lowered the intensity of the flakes.


Hi,
some test with material:

http://www.tommy5.net/blender/Porsche_blue.jpg

http://www.tommy5.net/blender/Blue_mat.png

Nice, did you have the same problem as Tyrant Monkey above, where the flakes were way too big for your car model? If so, try the tweak I mentioned in the post above yours, I think you will be able to dial up the intensity of the flakes again and still have it look good.

Good call on the value node. I didnā€™t have too much trouble with this because my flakes are really subtle.

Man, what a talented bunch, the renders are just streaming in :slight_smile:

Tommy5, can you try rendering with a voronoi scale of 10k or 100k maybe? And Iā€™d be curious to see what it looks like if you change the Layer Weight Blend value to ā€œ0.900ā€ (it seems to give more depth to the paint).