Hello blender world
I’m trying to achieve a certain surface displacement with nodes in cycles to match my companies paint surface. We powder coat and bake our paint and this gives a nice glossy and reflective surface. But it also gives the painted surface a noticeable bumpy displacement, they are big enough to see when you are about 10-15’ from the machine. The render will be used as marketing material so I would like to replicate the look as much as possible.
I’ve had some luck with a technique similar to what Mr. Price uses on his table surface in his “Rendering with Cycles” tut. Basically I used an image that roughly contained a pattern similar to the surface displacement of our paint and the results are ok, but not what I would like. My issue is, the best image I could find had the pattern running slightly vertical. I need a pattern for my displacement that’s completely even or in that it doesn’t have a circular, horizontal or vertical pattern.
I found if the texture has even the slightest of these patterns displacement doesn’t look nice on edges and is glaringly obvious on surfaces that run in a different direction then that of the neighboring surface. I think I could fix this by unwrapping the UV and matching the UV to the pattern on the texture but the machine I’m rendering a lot of objects and they are obj imports so their mesh is not exactly dreamy to work with.
The attached images are of our two primary colors, white and grey and in the reflections you can see the surface displacement I’m talking about.
Would someone be willing to provide me with instructions or a quick tut for a node setups that can replicate the surface displacement and reflection of my screenshots? :eyebrowlift: