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Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 4:45 pm
by Borgleader
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.

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Materials already in the database:

Safety Glass - by Borgleader:
Image

Safety Glass 2 - by Borgleader:
Image

Scratched Copper - by Borgleader:
Image

Scratched Copper 2 - by Borgleader:
Image

Green Plastic - by Borgleader:
Image

Baby Blue Plastic - by Borgleader:
Image

Wooden Floor - by Godzilla:
Image

Wooden - by Godzilla:
Image

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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.
Image

3. Final Carpaint --> Sauce picture

It's a slightly modified version of the "Fast carpaint" material from the database.
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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).
Image

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.
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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...
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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.
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Blue foggy plastic --> Sauce picture

This one is a modified version of the "transparent plastic".
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Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 5:17 pm
by OnoSendai
Great stuff borgleader.
I really like the perforated metal and scratched copper.
Can you upload some of these to the material DB?

Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 5:22 pm
by Borgleader
OnoSendai wrote:Great stuff borgleader.
I really like the perforated metal and scratched copper.
Can you upload some of these to the material DB?
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.

Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 5:32 pm
by OnoSendai
I don't like the technique you used for the transparent plastic (blending phong with null), because it's unphysical.

Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 5:40 pm
by Borgleader
OnoSendai wrote:I don't like the technique you used for the transparent plastic (blending phong with null), because it's unphysical.
This is why I'm asking for comments :wink: 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?

Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 6:02 pm
by OnoSendai
try phong blended with diffuse transmitter.

Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 6:06 pm
by OnoSendai
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>

Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 6:12 pm
by Borgleader
Cool stuff :) (was going to render it but...I cant preview external mats it seems)

Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 6:13 pm
by OnoSendai
I'll add the bumped edge of the perforations to the shader first :)

Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 6:32 pm
by OnoSendai
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.

Re: Borgleader's Material Emporium

Posted: Sun Jun 21, 2009 8:10 pm
by suvakas
Awesome stuff Borgleader !!
Please do upload them !

I really have to learn the ISL some day. Tutorial would be great. :wink:

Re: Borgleader's Material Emporium

Posted: Mon Jun 22, 2009 1:54 am
by Godzilla
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? :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: *Wink*

Re: Borgleader's Material Emporium

Posted: Tue Jun 23, 2009 12:12 am
by CTZn
OnoSendai wrote:Maybe I will write a tutorial on how to make regularly repeating shader effects such as these.
Exposing ISL code is already of a great help, and with comments it's kind of a tutorial !

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 !

Re: Borgleader's Material Emporium

Posted: Tue Jun 23, 2009 12:37 am
by OnoSendai
Here's the shader for the bump-mapped perforated metal:
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>



Re: Borgleader's Material Emporium

Posted: Tue Jun 23, 2009 4:59 am
by Borgleader
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.