Foscarini lamp material
Foscarini lamp material
Hi guys!
Today I'm here asking a question about materials: I'm trying to reproduce the attached material, which is often used in Foscarini Lamps such as the "Parentesi" and the "Luminator", both by Castiglioni.
I set up a blend mat with the attached map. The black part takes a simple metallic material; the white part is linked to an emissive material.
BTW, when I try to render, the result is somewhat uncontrollable, and waaay distant from the result I'd like!
Can you help me out?
Thanks a lot!!
Today I'm here asking a question about materials: I'm trying to reproduce the attached material, which is often used in Foscarini Lamps such as the "Parentesi" and the "Luminator", both by Castiglioni.
I set up a blend mat with the attached map. The black part takes a simple metallic material; the white part is linked to an emissive material.
BTW, when I try to render, the result is somewhat uncontrollable, and waaay distant from the result I'd like!
Can you help me out?
Thanks a lot!!
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Foscarini lamp material
Seems to work fine here, I did it exactly the way you described it with your map. Maybe your emission is way to strong? Also, make sure that the gradient only happens around the middle of the bulb, and that the bottom has 100% black texture values. Check that you're using the right UV channel maybe? 

Re: Foscarini lamp material
...I don't know.... what exporter are you using?
I thought about having the light too strong too, but I have the same results with a very low emitter...
I get a somewhat different result unchecking the "clamp contributions" option (which from SkIndigo is exported set to 10 by default, even if UNCHECKED in the setting panel, I think it's a small bug..).
I thought about having the light too strong too, but I have the same results with a very low emitter...
I get a somewhat different result unchecking the "clamp contributions" option (which from SkIndigo is exported set to 10 by default, even if UNCHECKED in the setting panel, I think it's a small bug..).
- thesquirell
- Posts: 428
- Joined: Fri Aug 29, 2014 3:49 am
- Location: Novi Sad, Serbia
Re: Foscarini lamp material
Are you using Reinhard tone mapping?
Re: Foscarini lamp material
No, since I was 5 

- thesquirell
- Posts: 428
- Joined: Fri Aug 29, 2014 3:49 am
- Location: Novi Sad, Serbia
Re: Foscarini lamp material
Haha, that's a good one! xD
Well, had to eliminate it, just to be sure, sorry.
What do you mean by "uncontrollable", could you describe it a little bit more? I'm using Cindigo, and had no problems whatsoever.
+
So, after testing it out for a while, I can confirm that "clamp contributions" messes up the effect we are trying to achieve here. Below is the link to testing pics, they are all renders baked under 1 minute.
https://mega.nz/#!NQogGCxa!-eyOpQjy7Kaj ... Xmup6yHxQc
Conclusion:
Not using "contributions" totally recommended.
If using "contributions" Path tracing mode is hit the hardest. BiDir recommended.
Since I'm an MTL animal, I would def. use this mode, and if I need to use CC, would def. use higher values, around the middle of the slider, or towards the end.
Well, had to eliminate it, just to be sure, sorry.
What do you mean by "uncontrollable", could you describe it a little bit more? I'm using Cindigo, and had no problems whatsoever.
+
So, after testing it out for a while, I can confirm that "clamp contributions" messes up the effect we are trying to achieve here. Below is the link to testing pics, they are all renders baked under 1 minute.
https://mega.nz/#!NQogGCxa!-eyOpQjy7Kaj ... Xmup6yHxQc
Conclusion:
Not using "contributions" totally recommended.
If using "contributions" Path tracing mode is hit the hardest. BiDir recommended.
Since I'm an MTL animal, I would def. use this mode, and if I need to use CC, would def. use higher values, around the middle of the slider, or towards the end.
Re: Foscarini lamp material
TheSquirrell, you've been of great help.
I'm attaching all of your tests as a reference, because they can be of direct use to enyone in this forum
I'm attaching all of your tests as a reference, because they can be of direct use to enyone in this forum
Re: Foscarini lamp material
And then my two tests
Re: Foscarini lamp material
My problem is that IN ANY CASE I don't get the smooth blend between metal and emissive material, but instead a very neat border, which is not real at all... 

- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Foscarini lamp material
I thought you did manage to get gradient with clamping turned off? 

Re: Foscarini lamp material
Sorry Oscar I didn't get you



- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: Foscarini lamp material
I see a gradient transition in some of your earlier test renders. 

Re: Foscarini lamp material
..not really.. Those were reference photos (or other renders, not done by me).
I actually never managed to get such a great transition...
I actually never managed to get such a great transition...

- thesquirell
- Posts: 428
- Joined: Fri Aug 29, 2014 3:49 am
- Location: Novi Sad, Serbia
Re: Foscarini lamp material
You're welcome, Pibuz, and I thank you for upping those renders, I couldn't get them small enough to put them on the forum(500kb restriction).
Just a crazy idea, but did you uncheck "step blend" in the blend material options? Maybe it's on by default?
Just a crazy idea, but did you uncheck "step blend" in the blend material options? Maybe it's on by default?
Re: Foscarini lamp material
I DID uncheck that. I also tried turning it on just to see, but obviously I got a very sharp dividing line between emitter and metal...
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