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Over the years, Ive tried to achieve this eect in VRay for quite a few times
unsuccessfully
After nding some leads on how to approach this on VRay forums, nally I think Ive
got a method that gives good looking results, naturally I also made a tutorial :)
First of all, forget about using a regular Bump map, it simply doesnt look right in my
experience. You need to use a Normal map to simulate those extremely tiny
scratches.
This sort of map is best hand drawn in Photoshop, since you can easily make it
tileable. Draw a bunch of scratches in the center of the image, making sure none of
them approach the borders. Then, use Oset lter and draw a few more in the white
areas. Keep doing until everything is well covered up in scratches.
02:34
Now using the NVidia Normal Map lter, generate a Normal map.
Ok, now that we got the map, we can create our shader.
The shader we are creating is going to be pure reection. So start with a Vray mat
with pure black Diuse, pure White Reection and no Fresnel.
Add Normal Bump to the Bump slot and load in the map. Make sure its Gamma is
set to 1.0 and ltering is disabled. Ill use the strength of the Normals at 1.5
Now convert the material to VrayBlend and duplicate this rst layer a few times.
For each subsequent coat layer, lower the Normal strength a bit. This will create a
more gradual fallo around the highlights.
So in my example I used 1.5 for the rst layer, 1.0 for the second, 0.5 for the third,
and nally 0 for the fourth. This last layer gives pure, smooth reections, without the
scratches. You can adjust the blend amount of the last layer to control the strength of
the scratches. Just make the pure reection stronger to make it less worn.
So far the result looks like this:
If you want to add these scratches to a material like polished plastic its easy.
Create a new material, set up your diuse color/etc and use it as the base layer in a
new VrayBlend.
Now add our scratched reection shader to the Coat slot and use a Fallo map in the
blend amount slot, set it to Fresnel (1.4~3)
Ta-da! Your plastic now has a scratched up clear coat.
Same technique can be used to add these scratches to any other material. Just look
out for the ones that already have strong glossy reections its best to disable them
altogether and just use the coat.
Obviously there are still some things to tweak, like adjusting the normal strength in
dierent layers or increasing the number of layers and so on, but I think this is a
pretty good starting point!
Perhaps you use a dierent method to achieve this result? If you do, please share in
the comments!
Hello,
It seems that you rotate the map slightly in those normal map copiesdid you
mention that?
Reply
Austris
Hi,
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Rihards
Reply
Moritz
Seba
Waw!!Long time I wondered how to achieve a similar eect,this has solved that
problem to me. I will put into practice for my next project Thanks!
Reply
Avi
Austris, with this eect its so realistic, almost every material has something like
this in the reality, amazing!
Thanks again :)
Reply
HaPham
Reply
Phuong
Asim
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Orlando Hoyos
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Brian
Ive been working on various methods to achieve this eect. Thank you for this
great tutorial
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Thomas Chadail
Hi Austris,
Tricky technic, thanks for sharing.
I tried to recreate this eect: rst using your nVidia generated normal map, then
with a xNormal generated normal map as this is the tool I am used to. In both
cases the shader is exactly the same, only the maps dier.
The render with your map is ne (although I had to push the bump value to 60,
40 and 20 instead of 1.5, 1 and 0.5 like you), but there is something weird with
the other: it seems like I oset the UV coordinates of normal maps from one slot
to another but I didnt.
Here are the renders:
http://bit.ly/1oSscle
http://img104.xooimage.com/les/b/3/9/xnormal_map_render-4628011.jpg
Reply
Austris
Interesting results. The rst thing I can think of is that the midpoint
of the normal map is somehow wrong in the XNormal generated
map. If you load it up with gamma 1.0 the midpoint should be
exactly the same in all three layers, ie only the scratches should
aect the surface.
It looks like in your example, the whole shader is bumped up (or
down) slightly depending on the bump strength, compare the
dominant purple pixel RGB values in photoshop for both textures to
see if thats the case. If they dont match theres your answer.
Also, this eect is best seen with very bright light sources like
camera ash or direct sunlight, your test scene has a pretty cloudy
look, so its not the best hdri to test with :)
Reply
June 13, 2014 at 7:59 am
Thomas Chadail
Reply
Austris
Dmirtry
Thank you Austris, you said forget about using a regular Bump map, it simply
doesnt look right, can you please explain why regular bump map wont work? It
would be great for better understanding..
Thank you for another great tutorial!
Reply
Austris
I think the best way to explain would be to try and render out just
one reection layer with regular bump map (increase the scratch
size to see all the detail) and normal bump set to approximately the
same depth. For me, the regular bump map lacks the detail and
smooth transitions I get from normal map.
Reply
Catalystc
Hi,
the normal bump -map takes advantage of the three channels (RGB,
0-255) of normal data available in a proper normal map, where as
the regular bump map only uses one channel of data (grayscale,
0-255), resulting in a less realistic, atter shaded simulation of bump
detail.
If you understand what a vector is, you can try to understand it this
way: each normal maps pixel is a vector that can point to any
direction, upwards, to the side or anything in between, with a
varying strength. Regular bump map can only point straight
upwards, with a varying strength.
http://www.cnjmultimedia.com/genetica/tutorials/Tut_02-
Normal_Bump_Maps_1/All%20maps.jpg
http://community.secondlife.com/t5/image/serverpage/image-
id/108437i654D3D7BC0632288/image-size/original?v=mpbl-1&px=-1
http://static.squarespace.com/static/512a50e4e4b0dc8d3ddd8640
/t/5218de1ce4b0ee5879040fbf/1377361437801/OrangeSlice.jpg
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madness
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Andrew
Man, thanks! this is pure awesome, my hat goes o to you good Sir.
Reply
June 12, 2014 at 3:35 pm
Slava
! !
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ketut
its great
thank alot
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den
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Mahsube
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cawe
I wonder how many times I have tried to recreate this eect. Looking at that
stainless steel wash basin. Thank you so much!
Reply
samane
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Kevin
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Thank you very much for share your knowledges . Congratulations Austris.
Reply
Proteus
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surendrababu
Reply
Jan
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Austris
It also helps when there are few lights much brighter than the rest of
the environment. Think camera ash, sunlight, spotlight, etc Your
scene looks very evenly lit.
*note, the normal map posted was inverted and actually needs
negative Normal Bump value. My mistake!
Reply
Hesham Elshipli
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Vic
Nice tutorial! Have you considered to make tutorials for Corona render ? Have
you tried it?
Reply
Austris
Ive tried it, yes. Not sure Im ready to make tutorials yet, need some
more experience!
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Andre
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bausmans
thanks top tut
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Thanks Austris.
I would like to know nVidia options of normal map into this tuto.
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http://blog.naver.com/kjgsgi/220031014303
Reply
Austris
Nice Results!
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Hi
how I can get this eect using mental ray?
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Aquiles
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borgesdaniel.com
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Mwa
This technique looks like Grant Warwicks ones. Have you checked his workow
out Austris? I would love to know your point of view over his way to create
shaders with v-ray.
take care!
Reply
June 25, 2014 at 6:54 am
Austris
Reply
Muhammad
! Austris , ,
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majid
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Vladimir
. 3
?
?
Reply
Austris
Reply
Vladimir
. .
,
.
http://clip2net.com/s/ioFN3m
http://clip2net.com/s/ioFQfd
Reply
Austris
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jay singh
as always nice and eective tutorial. i want to ask one thing not regarding this its
all about material .. when i put my camera to any object ( on which material is
applied) texture appear blurred. if i want to show concrete wall just by putting
camera near to it ..it will not appear as real as i see in real jpeg.
Reply
hankash
Good day,
Great material, I would say one of the most advanced and realistic.
Can I ask you to show me how to make a dark grey Alucobond Material, It never
seems to work with me.
Thank you very much
Reply
lawl
But actually I dont get why it makes a twirl eect around specs from a map
made of straight lines
Can you explain it ? :)
Reply
Derrick Nau
I am having trouble getting the eect you have show in your image. I have
followed the tut and created a scratch map but I end up with oset high lights
that dont look right at all. Any idea why this could be? See link for image.
http://imgur.com/MUYgCB4
Second question: It looks like your scratches are circular but mine are more
angular. What can I do to emulate your eect? I think this is as similar question
to the one directly above mine from lawl
Reply
Leave a August 6, 2015 at 1:30 pm
Reply Austris
Comment
Hi,
my rst thought is that your normal map is wrong either you are
loading it with the wrong gamma (should be set to 1.0)
or there is something about the way it was generated (dierent
plugin?)
Reply
Derrick Nau
Where can you set the gamma for the bump normal? Do
you not have gamma/color correction turned on in Max?
Reply
Austris
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