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Author Topic: Metal Materials.  (Read 13390 times)

VBSmiles

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Metal Materials.
« on: September 29, 2008, 03:38:03 am »

Thought I'd be generious and give out some metal materials for the new reflections. ;D Sorry I couldnt do it a simpler way  ::)

Just copy and paste into a new .an8
Code: [Select]
header {
  version { "0.97d beta" }
  build { "2008.09.21" }
}
environment {
  grid { 1 10 50 50 }
  lighting {
    intensity { 1 }
    ambientintensity { 0.20000 }
  }
  framerate { 24 }
  film {
    size { 400 300 }
    ratio { 4 3 }
  }
}
object { "Steven's Metals"
  material { "Gold"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 244 212 127 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 244 212 127 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 244 212 127 }
        factor { 1 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.50000 }
      }
      brilliance { 10 }
      phongsize { 3 }
    }
  }
  material { "Brass"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 237 185 49 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 237 185 49 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 237 185 49 }
        factor { 1 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.50000 }
      }
      brilliance { 10 }
      phongsize { 3 }
    }
  }
  material { "Copper"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 223 90 33 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 223 90 33 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 223 90 33 }
        factor { 0.70000 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.60000 }
      }
      brilliance { 1.8 }
      phongsize { 0.60000 }
    }
  }
  material { "Silver"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 182 182 204 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 182 182 204 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 182 182 204 }
        factor { 1 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.50000 }
      }
      brilliance { 6 }
      phongsize { 3 }
    }
  }
  material { "Steel"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 224 224 224 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 224 224 224 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 224 224 224 }
        factor { 0.70000 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.40000 }
      }
      brilliance { 2 }
      phongsize { 8 }
    }
  }
  material { "Alien Green"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 3 217 3 }
      ambiant {
        rgb { 1 104 1 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 3 217 3 }
        factor { 0.70000 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.40000 }
      }
      brilliance { 10 }
      phongsize { 3 }
    }
  }
}
scene { "scene01"
  frames { 72 }
  groundgrid { 1 }
  shadowbias { 0.00100 }
  background { 153 153 153 }
  camera { "camera01"
    loc { (150 100 200) }
    orientation { (-0.04877 0.93733 -0.14632 -0.31244) }
    fov { 60 }
    number { 1 }
    controller { "active"
      track {
        booleankey { 0 0 "T" }
      }
    }
  }
}
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floyd86

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Re: Metal Materials.
« Reply #1 on: September 29, 2008, 03:19:11 pm »

couldn't you just post the .an8 file? would be easier...

Edit: attached is the .an8 file
« Last Edit: September 29, 2008, 03:32:32 pm by floyd86 »
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$imon

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Re: Metal Materials.
« Reply #2 on: September 30, 2008, 03:28:58 pm »

Yea nice materials.. i made a test render as well.. the difference are a bit less evident in mine though.. I hope there will be more options soon like Fresnel reflections!
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floyd86

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Re: Metal Materials.
« Reply #3 on: September 30, 2008, 03:44:38 pm »

@ $imon: Was your image rendered in anim8or, if yes: did you used and HDRI map to make this kind of reflections?

$imon

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Re: Metal Materials.
« Reply #4 on: September 30, 2008, 06:44:06 pm »

heh yea that was rendered in anim8or, an no HDRI maps are not supported (yet) unfortunately.. I made a big sphere with a cubemap on it around the scene, and have two white emissive blocks that make out the white reflections. Just some tricks to make it look like a HDRI, but of course since there is no GI it can never come close :P
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floyd86

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Re: Metal Materials.
« Reply #5 on: September 30, 2008, 07:28:03 pm »

heh yea that was rendered in anim8or, an no HDRI maps are not supported (yet) unfortunately.. I made a big sphere with a cubemap on it around the scene, and have two white emissive blocks that make out the white reflections. Just some tricks to make it look like a HDRI, but of course since there is no GI it can never come close :P

That's actually what I ment with HDRI maps ^^, but thanks for the tip will try it out soon.

$imon

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Re: Metal Materials.
« Reply #6 on: September 30, 2008, 09:13:07 pm »

Heres the file attached
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VBSmiles

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Re: Metal Materials.
« Reply #7 on: October 04, 2008, 10:19:31 pm »

Thanks for saving and uploading as an an8.

I just didn't know where to upload the darn thing.

Glad you guys like it.
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VBSmiles

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Re: Metal Materials.
« Reply #8 on: October 11, 2008, 05:15:11 am »

heh yea that was rendered in anim8or, an no HDRI maps are not supported (yet) unfortunately.. I made a big sphere with a cubemap on it around the scene, and have two white emissive blocks that make out the white reflections. Just some tricks to make it look like a HDRI, but of course since there is no GI it can never come close :P


Nice emissive block trick. I'll have to add that to my trick bag
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Stinky

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Re: Metal Materials.
« Reply #9 on: October 11, 2008, 06:47:47 pm »

Hey $imon, could you maybe upload a scene view from outside the sphere, so newbies like me can grasp a better concept of your set-up ?

Excellent work by-the-way...
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hihosilver

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Re: Metal Materials.
« Reply #10 on: October 11, 2008, 08:59:21 pm »

Stinky, if you simply download the file 3 posts up from yours, you can examine the file and see how he does what he does.
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Stinky

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Re: Metal Materials.
« Reply #11 on: October 13, 2008, 06:57:37 am »

Oh... Thanks. I didn't realize I could do that... whoops

EDIT: Ok, so I've tried rendering the scene (without emissive blocks) and I cant seem to get the environment map to work. I put the images in there respective places, select the resulting cube map and click "ok" and apply the material in object mode. I'm not sure if this makes sense, but I had to scale up the large sphere in scene mode, just enough to get it out of the shot, but when I rendered, I came up with this...
Can someone, please, help me understand what i'm doin wrong.
« Last Edit: October 13, 2008, 09:28:13 am by Stinky »
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VBSmiles

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Re: Metal Materials.
« Reply #12 on: October 17, 2008, 11:57:39 pm »

Well, my metals use the new ART renderer. So you shouldn't have to rely on an environmental map. However...

 I personally havent attempted to use the specular reflection with environmental mapping, I don't know if you can use both at the same time. If possible, cool. If not, turn one or the other off. In fact, that may be helpful in deturmining what is going on in your environmentals.
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KiwiNM8OR

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Re: Metal Materials.
« Reply #13 on: October 18, 2008, 04:43:21 am »

Possibly Stinky, the cube-mapped sphere is not large enough and/or try reapplying the cubemap to the sphere as what I see reflected in the metals appears to be the ground grid which therefore seems to me that both the camera and metals are under the grid.
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karate5662

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Re: Metal Materials.
« Reply #14 on: October 20, 2008, 07:32:04 pm »

a good way to share materials would be to make a script that adds them to your project.
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