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    TEA TIME ( dedicated to tadema)

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    • massimoM Offline
      massimo Moderator
      last edited by

      Nice model. πŸ‘
      The material looks not correct however. You can't mix specular & reflection in that way in KT because it will violate the energy conservation law (not proper balance between absorbed and reflected energy). You need a proper layered material instead.

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      • gillesG Offline
        gilles
        last edited by

        May I ask you an example off good settings for a similar result?

        I would appreciate .

        " c'est curieux chez les marins ce besoin de faire des phrases "

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        • massimoM Offline
          massimo Moderator
          last edited by

          Well I don't know exactly the result you are after, but here is a very quick attempt of a grey aluminium. Not sure is the best way to do that, anyway it uses a NK al so maybe you need to have installed the NK metals material pack. Try it and if it doesn't work I'll try to post the NK file or make another mat.
          You can change the percentage of grey reflection by changing the values of the weights: the first is the al and the second is the grey reflection. The sum must be <= 1.
          alu_grey.jpg
          Alu_grey.mat.zip

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          • N Offline
            notareal
            last edited by

            @gilles said:

            May I ask you an example off good settings for a similar result?

            I would appreciate .

            There are some material packs you might look
            http://www.kerkythea.net/cms/resources/materials/Metals_Ashikhmin_MLT.mat.zip <- need to use MLT with this
            http://www.kerkythea.net/cms/resources/materials/Metals%20and%20Car%20Paints.mat.zip

            Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

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            • gillesG Offline
              gilles
              last edited by

              will take a look thanks.

              " c'est curieux chez les marins ce besoin de faire des phrases "

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              • R Offline
                Rob D
                last edited by

                That's why this is such a good material. Gilles has managed to fake it with the settings he's used. It's notoriously difficult to get a brushed metal material in Kerkythea without violating laws πŸ˜„ All the aluminium materials I've found so far for KKT have bumped up render times massively so haven't been worth using, for me anyway.

                Gilles - how long did that render take with your settings?

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                • gillesG Offline
                  gilles
                  last edited by

                  @rob d said:

                  That's why this is such a good material. Gilles has managed to fake it with the settings he's used. It's notoriously difficult to get a brushed metal material in Kerkythea without violating laws πŸ˜„ All the aluminium materials I've found so far for KKT have bumped up render times massively so haven't been worth using, for me anyway.

                  Gilles - how long did that render take with your settings?

                  More or less 1h1/2 PhotonMap-High + AA 0.3.

                  " c'est curieux chez les marins ce besoin de faire des phrases "

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                  • gillesG Offline
                    gilles
                    last edited by

                    @massimo said:

                    Well I don't know exactly the result you are after, but here is a very quick attempt of a grey aluminium. Not sure is the best way to do that, anyway it uses a NK al so maybe you need to have installed the NK metals material pack. Try it and if it doesn't work I'll try to post the NK file or make another mat.
                    You can change the percentage of grey reflection by changing the values of the weights: the first is the al and the second is the grey reflection. The sum must be <= 1.
                    [attachment=1:2ijicdxd]<!-- ia1 -->alu_grey.jpg<!-- ia1 -->[/attachment:2ijicdxd]
                    [attachment=0:2ijicdxd]<!-- ia0 -->Alu_grey.mat.zip<!-- ia0 -->[/attachment:2ijicdxd]

                    Lots of things to try, thanks.

                    " c'est curieux chez les marins ce besoin de faire des phrases "

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                    • RichardR Offline
                      Richard
                      last edited by

                      Not sure if KT reacts the same way as most other render engines but normally adding roughness to a metal produces a plastic, I'd suggest you need bump map it induce the roughness!

                      [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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                      • tridemT Offline
                        tridem
                        last edited by

                        @richard said:

                        ..I'd suggest you need bump map it induce the roughness!

                        I guess that way is far more difficult to be managed in KT, using layers as Massimo said is the best way.
                        I think Gilles has found a good workaround anyway, providing that the sum of the channels colours doesn't exceed 100% white in order to respect the mentioned law.

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