Borgleader's Material Emporium
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Borgleader's Material Emporium
As an ongoing challenge, I'm trying to create a few materials. Some have been completed are already in the database and others are still WIP so please keep posting your comments and suggestions. Also please report here if any of my materials fail to work.
====================================================================
Materials already in the database:
Safety Glass - by Borgleader:
Safety Glass 2 - by Borgleader:
Scratched Copper - by Borgleader:
Scratched Copper 2 - by Borgleader:
Green Plastic - by Borgleader:
Baby Blue Plastic - by Borgleader:
Wooden Floor - by Godzilla:
Wooden - by Godzilla:
====================================================================
Materials still in WIP:
Jade wax material --> Sauce picture
I was thinking of blending two green high exponent phongs using a blend map, but it didn't turn out well. So I'm still working on it (and open to ideas).
Transparent Plastic --> Sauce picture
This one is pretty simple, it's a blend of a white phong with a null.
3. Final Carpaint --> Sauce picture
It's a slightly modified version of the "Fast carpaint" material from the database.
Another carpaint --> Sauce picture
For this one I want to take some more time and examine some of the other carpaints before working on this one, if you have interesting links on the subjects please send them my way
Again another carpaint --> Sauce picture
I adjusted the rgb value of the red carpaint to get this one (and on IOR value as well).
Colored foil --> Sauce picture
Like eulgrand mentionned it's a simple phong material with a high exponent, just change the RGB values to get all the other colors. I turned "Specular Reflectivity" on.
Perforated metal --> Sauce picture
Blend mat of al.nk (phong) and a null using a blend map, and a bump map on the phong. It would probably be better to remake this as a shader to make the size of the holes a variable, but I don't know anything about ISL so...
Gummy bear --> Sauce picture
Tbh doesnt look like gummy bear...at all. So for now I'm letting it be. I'll probably come back to it later. I'm guessing this will be a simply phong mat?
CF Mesh --> Sauce picture
I managed to find a plugin I'd seen a few weeks back in a tutorial. It was used to create a material for a teddy bear, and I thought I might be able to use it here. So far my tests aren't quite conclusive but I still have hope it'll turn out well. The plugin is call r_weave and can be foud here.
Blue foggy plastic --> Sauce picture
This one is a modified version of the "transparent plastic".
====================================================================
Materials already in the database:
Safety Glass - by Borgleader:
Safety Glass 2 - by Borgleader:
Scratched Copper - by Borgleader:
Scratched Copper 2 - by Borgleader:
Green Plastic - by Borgleader:
Baby Blue Plastic - by Borgleader:
Wooden Floor - by Godzilla:
Wooden - by Godzilla:
====================================================================
Materials still in WIP:
Jade wax material --> Sauce picture
I was thinking of blending two green high exponent phongs using a blend map, but it didn't turn out well. So I'm still working on it (and open to ideas).
Transparent Plastic --> Sauce picture
This one is pretty simple, it's a blend of a white phong with a null.
3. Final Carpaint --> Sauce picture
It's a slightly modified version of the "Fast carpaint" material from the database.
Another carpaint --> Sauce picture
For this one I want to take some more time and examine some of the other carpaints before working on this one, if you have interesting links on the subjects please send them my way
Again another carpaint --> Sauce picture
I adjusted the rgb value of the red carpaint to get this one (and on IOR value as well).
Colored foil --> Sauce picture
Like eulgrand mentionned it's a simple phong material with a high exponent, just change the RGB values to get all the other colors. I turned "Specular Reflectivity" on.
Perforated metal --> Sauce picture
Blend mat of al.nk (phong) and a null using a blend map, and a bump map on the phong. It would probably be better to remake this as a shader to make the size of the holes a variable, but I don't know anything about ISL so...
Gummy bear --> Sauce picture
Tbh doesnt look like gummy bear...at all. So for now I'm letting it be. I'll probably come back to it later. I'm guessing this will be a simply phong mat?
CF Mesh --> Sauce picture
I managed to find a plugin I'd seen a few weeks back in a tutorial. It was used to create a material for a teddy bear, and I thought I might be able to use it here. So far my tests aren't quite conclusive but I still have hope it'll turn out well. The plugin is call r_weave and can be foud here.
Blue foggy plastic --> Sauce picture
This one is a modified version of the "transparent plastic".
Last edited by Borgleader on Wed Jun 24, 2009 12:13 am, edited 1 time in total.
benn hired a mercenary to kill my sig...
Re: Borgleader's Material Emporium
Great stuff borgleader.
I really like the perforated metal and scratched copper.
Can you upload some of these to the material DB?
I really like the perforated metal and scratched copper.
Can you upload some of these to the material DB?
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Borgleader's Material Emporium
Yes I will, Like I said I still consider all of them WIPs some need less work than others. I'd like a little feedback before sending them to the database.OnoSendai wrote:Great stuff borgleader.
I really like the perforated metal and scratched copper.
Can you upload some of these to the material DB?
benn hired a mercenary to kill my sig...
Re: Borgleader's Material Emporium
I don't like the technique you used for the transparent plastic (blending phong with null), because it's unphysical.
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Borgleader's Material Emporium
This is why I'm asking for comments It's the first idea that came to me and Indigo didn't shout an error so, I worked with it. Diffuse with transparent specular?OnoSendai wrote:I don't like the technique you used for the transparent plastic (blending phong with null), because it's unphysical.
benn hired a mercenary to kill my sig...
Re: Borgleader's Material Emporium
try phong blended with diffuse transmitter.
Re: Borgleader's Material Emporium
Here's a perforated metal shader. The actual shader controls the blend factor, for a material that blends between null and metal. Please excuse the noisy render, working on an old laptop here
Code: Select all
<material>
<name>null</name>
<null_material/>
</material>
<material>
<name>metal</name>
<phong>
<exponent>1000</exponent>
<nk_data>nkdata/al.nk</nk_data>
</phong>
</material>
<material>
<name>previewmaterial</name>
<blend>
<a_name>null</a_name>
<b_name>metal</b_name>
<blend>
<shader>
<shader>
<![CDATA[
def dist(vec2 a, vec2 b) real : length(b - a)
def dist(vec3 a, vec3 b) real : length(b - a)
def eval() real :
if(
dist(
vec2(
fract(doti(getTexCoords(0)) * 10.0),
fract(dotj(getTexCoords(0)) * 10.0)
),
vec2(0.5, 0.5)
) > 0.25,
1.0,
0.0
)
]]>
</shader>
</shader>
</blend>
</blend>
</material>
- Attachments
-
- perf.JPG (54.08 KiB) Viewed 4968 times
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Borgleader's Material Emporium
Cool stuff (was going to render it but...I cant preview external mats it seems)
Last edited by Borgleader on Sun Jun 21, 2009 6:16 pm, edited 1 time in total.
benn hired a mercenary to kill my sig...
Re: Borgleader's Material Emporium
I'll add the bumped edge of the perforations to the shader first
Re: Borgleader's Material Emporium
The shader with a slightly exaggerated bump effect around the perforations:
Maybe I will write a tutorial on how to make regularly repeating shader effects such as these.
Maybe I will write a tutorial on how to make regularly repeating shader effects such as these.
- Attachments
-
- perf2.jpg (53.47 KiB) Viewed 4964 times
Re: Borgleader's Material Emporium
Awesome stuff Borgleader !!
Please do upload them !
I really have to learn the ISL some day. Tutorial would be great.
Please do upload them !
I really have to learn the ISL some day. Tutorial would be great.
Re: Borgleader's Material Emporium
For the orange carpaint - try and use some kind of map that has a lot of dots (noise map?) so that it has some speckle to it, instead of just being a flat color?
Damn I need to learn ISL... Are you planning on making this whole process more user-friendly sometime in the future, Ono? because to be honest I wouldn't want to learn how to code when I buy a renderer. Of course you don't have to- but then you wouldn't be getting the most out of your purchase.
I'll try to get some of my materials to the database when I figure out how to export and upload materials with textures involved.. *Wink* *Wink*
Damn I need to learn ISL... Are you planning on making this whole process more user-friendly sometime in the future, Ono? because to be honest I wouldn't want to learn how to code when I buy a renderer. Of course you don't have to- but then you wouldn't be getting the most out of your purchase.
I'll try to get some of my materials to the database when I figure out how to export and upload materials with textures involved.. *Wink* *Wink*
samlavoie.xyz
Re: Borgleader's Material Emporium
Exposing ISL code is already of a great help, and with comments it's kind of a tutorial !OnoSendai wrote:Maybe I will write a tutorial on how to make regularly repeating shader effects such as these.
Could you post the last shader of yours Ono please, I'm wondering if you used a lerp or something, not to mention the how.
Btw thanks for the circle
Borgleader, I like your copper version more !
obsolete asset
Re: Borgleader's Material Emporium
Here's the shader for the bump-mapped perforated metal:
Apologies for highjacking your thread Borgleader!
Apologies for highjacking your thread Borgleader!
Code: Select all
<material>
<name>null</name>
<null_material/>
</material>
<material>
<name>metal</name>
<phong>
<exponent>
<constant>1000</constant>
</exponent>
<nk_data>nkdata/al.nk</nk_data>
<bump>
<shader>
<shader>
def dist(vec2 a, vec2 b) real : length(b - a)
def eval() real :
clamp(
(dist(
vec2(
fract(doti(getTexCoords(0)) * 10.0),
fract(dotj(getTexCoords(0)) * 10.0)
),
vec2(0.5, 0.5)
) - 0.25) * 0.03,
0.0,
0.005
)
</shader>
</shader>
</bump>
</phong>
</material>
<material>
<name>OLDpreviewmaterial</name>
<blend>
<a_name>null</a_name>
<b_name>metal</b_name>
<blend>
<shader>
<shader>
<![CDATA[
def dist(vec2 a, vec2 b) real : length(b - a)
def dist(vec3 a, vec3 b) real : length(b - a)
def eval() real :
if(
dist(
vec2(
fract(doti(getTexCoords(0)) * 10.0),
fract(dotj(getTexCoords(0)) * 10.0)
),
vec2(0.5, 0.5)
) > 0.25,
1.0,
0.0
)
]]>
</shader>
</shader>
</blend>
</blend>
</material>
<material>
<name>previewmaterial</name>
<diffuse>
<albedo>
<shader>
<shader>
<![CDATA[
def eval(vec3 pos) vec3 :
if(
fract(dotj(getTexCoords(0)) * 10.0) < 0.5,
vec3(0.9, 0.0, 0.0), # Red
vec3(0.2, 0.2, 0.2) # Dark Grey
)
]]>
</shader>
</shader>
</albedo>
</diffuse>
</material>
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Re: Borgleader's Material Emporium
Haha its all good, were getting stuff done and thats what counts
I've been trying to geta speckle effect onto the orange carpaint and so far...the problem is that I cant generate a blend map that looks good.
I'm also reworking the plastics.
I've been trying to geta speckle effect onto the orange carpaint and so far...the problem is that I cant generate a blend map that looks good.
I'm also reworking the plastics.
Last edited by Borgleader on Tue Jun 23, 2009 5:17 am, edited 1 time in total.
benn hired a mercenary to kill my sig...
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