Thomo Posted March 6, 2013 Report Posted March 6, 2013 Hi, I'd love some tips on realistic car paint in EIAS if anyone has any please. I've tried various approaches but I'm finding the reflections to be too strong, or not strong enough, or too sharp or too dull / blurred /metallic. How should I try to get that metallic underlay with blurred specular highlights and then the polish with hard speculars on top? Any suggestions most welcome. I see some nice work in the gallery!! Much better than my attached file. Many thanks, Quote
Buggsy Posted March 7, 2013 Report Posted March 7, 2013 Hi Thomo, Have you tried the 'Anisotropic' shader? Excerpt from the EIAS3D manual: 'This shader allows you to specify a non-circular shaped highlight. It will even let you define different layers of highlights, so that you can easily simulate things such as a car paint finish, which is actually a color coat of paint (which has a grain, and therefore a highlight direction and shape that is not circular) underneath a clear coat (which has a more conventional highlight.)' Maybe a combination of different shaders might do it? By the way, how did you do the grass in your image? Michael Quote
Thomo Posted March 7, 2013 Author Report Posted March 7, 2013 Hi Michael, Thanks for the reply. I have tried the Anisotropic shader with limited results, probably due to my skill with it. I've heard Mforge is a suped up version but I am reluctant to buy it if it doesn't quite do what I need. That grass is a 3D model. That is a pretty old one. We use a combination now of 3D grass blades, clipping planes with grass maps and textured bump mapped models. Comes up better and fast to render. The attached is an example. Thanks Quote
S. Houtzager Posted March 8, 2013 Report Posted March 8, 2013 Play around with the Fresnel settings. The material sphere gives you an accurate preview. Also, a clear coat might help (with a shader) but I haven't tried that yet.http://www.intuitionusa.com/1/fernel.png Quote
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