In this thread I’m going to show some cycles materials that I think you could find interesting. I hope you like them, and if you can improve them you can show how to do it here:
EDIT: All materials posted here are procedural. I don’t use images for textures.
In Cycles you need the Glossy node with Sharp option enabled. This setup doesn’t take into account the Roughness paramenter. I have added a color ramp node, controlled by a facing layer weight node, to show a darker border outwards, which I see in some pictures, for example in Harley Davidson motorbikes:
can you exaplian a little the logic and how this face things works
does it have anything to do with the normals comapred to the camera or else
still tried a little the chrome
but there are different type of chrome some are sort of bluish orther are greyish
with more or less mirror effect
youc an even have some brush pattern i mean there are many type of chrome
but from first gold mat i think it might be possible to make different sort of chrome
also this same mat could be used to make the different stainless steel type
including brush one ect…
again stainaless steel has many look depending on type like 316 320
there are at least 20 different type of stainless steel
have to see if i can find some nice pic showing these !
i’ll do some testing on stainless steel and see what i can come up with
nice work
looking foward to see what you can come up with
In my node setup I have only played with the color of the material. I think the Chrome will be better mixing two glossy nodes with fresnel or facing, so it will be more accurate with reflections. About the appropiate color, it depends on the references you take. I saw accesories from many cars and motorbikes pictures (like this exhaust pipe of a Harley), and I observed that kind of gradient.
I have node setups for steel and stainless steel, which I’m preparing to post here. But it dependes on your references. Without that color gradient, I think it seems platinum.
Probably you can use the Gold setup to make chrome like material. This is a fast setup.
I have mixed a diffuse and a glossy node to get a specular material. The color of the glossy node will be the color of the specular reflections. I have used RGB (0.8,0.8,0.8). It is not recommended to use (1,1,1), because of it can produce fireflies. The roughness of the glossy node will determine how sharp the mirror reflections are.
Then I have mixed this with another glossy node, but this time I have use a fresnel node as mixing factor. My aim is getting a coating above the material. For plastic this coating is weak, but I’m going to reuse this node setup for other materials.
This produce a wide range of red colors below the reflections. I have inserted a new parameter called ShinyMultiplier. It is the rougnness of the new glossy node. It should be 0.2 or higher. I was looking for a kind of ramp diffuse node for one color. The parameters for the image above are as follows:
The color of the coating is not random. I have chosen the complementary of the base color. This is the reason of the node group name.