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    TEA TIME ( dedicated to tadema)

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    • gillesG
      gilles
      last edited by

      Thanks.

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

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      • tademaT
        tadema
        last edited by

        πŸ˜„ Thank you Gilles, great modeling and rendering πŸ‘
        John

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        • gillesG
          gilles
          last edited by

          Be my guest.

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

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          • R
            Rob D
            last edited by

            That's a great diffused specular material. How did you manage it?

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            • gillesG
              gilles
              last edited by

              @rob d said:

              That's a great diffused specular material. How did you manage it?

              I think noise is the culprit. πŸ’š


              alu.png

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

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              • massimoM
                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
                  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
                    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
                      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, Thea support | kerkythea.net -team member

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                      • gillesG
                        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
                          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
                            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
                              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
                                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

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                                • tridemT
                                  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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