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different levels of reflection on same texture

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  • different levels of reflection on same texture

    hi

    i'm still new to the engine, and i'm having some bad time with differents levels of reflection and gloss on the same material, like fat finger stains on smooth surface or scratches on carpaint.

    i'm using the bitmap, but it doesnt really do it.

  • #2
    Use maps on channels. With grey level, black to white = no reflection to full reflection
    Software: FStormRender: 1.5.0h | Drivers NV: 456.71 | 3dsMax: 2020.3 | Windows: 10 x64
    Hardware: Gpu: GTX1080 Phoenix GLH | Cpu: i7-2600k@4.5GHz | Ram: 16GB | SSD: Samsung 860 Pro

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    • #3
      Or use mix material and bitmap as the mixing mask.

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      • #4
        Originally posted by Sylk View Post
        Use maps on channels. With grey level, black to white = no reflection to full reflection
        see http://www.fstormrender.ru/manual/fstormmaterial

        reflection sets highlights and reflections color. Reflection value is affected by ior value through fresnel effect.

        reflection glossy sets reflections blur. 1.0 value gives completely sharp/clear reflections without blur. 0.0 value gives completely blurry reflections.

        0 value (black)
        1 (white)

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        • #5
          Click image for larger version

Name:	ref2.jpg
Views:	1
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ID:	3462 Click image for larger version

Name:	ref3.jpg
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Size:	282.7 KB
ID:	3463

          for exemple, like that
          Software: FStormRender: 1.5.0h | Drivers NV: 456.71 | 3dsMax: 2020.3 | Windows: 10 x64
          Hardware: Gpu: GTX1080 Phoenix GLH | Cpu: i7-2600k@4.5GHz | Ram: 16GB | SSD: Samsung 860 Pro

          Comment


          • #6
            got something close to what i was aiming for.

            fstorm is SUPER SENSITIVE to grey values. i had to color correct the brightness of the metal shine to +0.98 to have this. and i find it still too much.

            any idea how to get the noise off the reactor ?
            also, i put a simple hdr in the environment, but had to boost it up to 130 before it could appear in the reflections.
            so high values are normal in fstorm or did i do something wrong ?

            49 sec on 970gtx
            Attached Files
            Last edited by llkk; 09-14-2016, 08:10 PM.

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            • #7
              as for HDR intensity make sure it's loaded with gamma 2.2 (not 1.0)
              (then it works in range from 1-10 for most hdrs in my experience)

              as for materials/noise it's hard to tell without seeing the actual settings;
              maybe 49s isn't enough for sufficient noise reduction though

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              • #8
                2000-3000 passes is good value to denoise
                Software: FStormRender: 1.5.0h | Drivers NV: 456.71 | 3dsMax: 2020.3 | Windows: 10 x64
                Hardware: Gpu: GTX1080 Phoenix GLH | Cpu: i7-2600k@4.5GHz | Ram: 16GB | SSD: Samsung 860 Pro

                Comment

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