I've been playing around with mental ray materials trying to replicate the Red ring in the image, However I can't seem to figure it out, everything I've tried has come out looking too bright and lacking the proper material properties. So I'm wondering if anyone has any idea how to make it?
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Thanks in advance!
Replies
not perfect, but a step in the right direction. You could mess with the fall-off colors to get it closer
Wow that's amazing! I'll give that a shot now. Thank you!
(I'm a little bit new to the slate material editor haha)
Here's my results with your material setup (Forgive me, I did result to doing a 1:1 copy as I couldn't figure out what's different so I just left it as a copy)
Perhaps its in the raytrace settings? You can also tell the preview is quite a bit different.
It's a simple MIA material. FG enable.
Something like that:
Diffuse
>>> dark red
-weight 0.1
-roughness 0.0
Reflection
>>> white
-reflectivity 1
-glossiness 0.45
Refraction
>>> red
-IOR 1.46 (personal choice, you can choose a different plastic value instead)
-transparency 1
-glossiness 1
Advanced Refraction
-solid
-refractive caustic
BRDF
-use fresnel reflection
I Really like the way your one came out (could use a little bit more transparency/Fresnel light around the edges. but that's pretty damn good.
I'll try replicate that and play with the parameters. I'll keep you posted.
Did you do that in Maya btw? As I'm not sure where to put some of those parameters in 3ds max. (FG enable/IOR for example)
Ah yeah. Maya mental ray and 3ds max mental ray are pretty different in many ways.
You can easily do the same thing in 3DsMax since the MIA
material are the same (it called Arch and Design in 3Ds I guess).
You can find IOR (index of reflection) parameter in the BRDF tab,
and FG (final gathering) in your render settings.
Also, yeah sure, you can tweak the material
ps: actually, if you want to achieve something nearer your reference, you had to unchecked "skip reflection on inside" in the advanced Reflection tab, and also use
a zero value for the weight in the diffuse tab + use color at the distance option in the advanced refraction tab instead of using a none white value in refraction color.
I'll post results
don't forget something really important, all depends of your lighting !
As you can see here, the look of the material change just by switching light, or adjusting the intensity.
-the shape of the mesh affect directly the refractions
-the refraction is driven by the IOR value
You have to tweak the IOR value to get the "perfect value" again, mine was a basic plastic, not the same at all as your picture.
You can also "boost" the refraction intensity by pushing up the intensity of the
color (v).