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Guest TeamZissou

Advice on business card texture

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28 minutes ago, TeamZissou said:

Fresnel did the trick, thanks! Should you always add Fresnel when enabling Reflection and adding something like Beckmann or GGX?

Most objects in the real world have some level of Fresnel. Read this for an explanation of Fresnel and why you will probably use it for your materials http://www.3drender.com/glossary/fresneleffect.htm

 

29 minutes ago, TeamZissou said:

Would I be correct in thinking that the reason my Color channel appears to no longer have an effect when first adding such reflection is because the defaults are all maxed out and thus have the effect of a mirror?

Exactly! :)

 

36 minutes ago, TeamZissou said:

Thanks for the Spectral Shader advice, I had a quick look and also found this, maybe something similar but dialled right down would do the trick?

That is an example of how to use the Spectral Shader and will give you a good base to work from. Dialling it down is necessary to take it from the look he creates for purely graphic/motion graphic design to a more real world, subtle effect.

 

Above all, just experiment with all these suggestions people have given you and have fun learning :)

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Guest TeamZissou
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  • Thanks @ABMotion that makes perfect sense now!

     

    I am enjoying the process, it's just frustrating when I hit a problem as I'm out of my comfort zone when it comes to most things C4D. Fortunately there are resources like this with some extremely helpful people like yourself!

     

    Here's where I'm at so far, I need to work on that texture for macro shots but it's coming along.

     

    Is there a way to dial up that specular highlight on the outer edges without effecting the entire surface? Or is this only achieved by carefully placed lights?

     

    I've just noticed a slight issue with the noise pattern on those edges too, at first I thought it might be my model but perhaps it is due to the projection or tiling method?

     

     

    C.jpg

    C1.jpg

    C2.jpg

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    Looking great!

     

    7 minutes ago, TeamZissou said:

    Is there a way to dial up that specular highlight on the outer edges without effecting the entire surface? Or is this only achieved by carefully placed lights?

     

    Specular highlights on the edges would be best done with lighting, generally called "rim" lighting. As long as your material can catch highlights, the light will do the rest for you. Put the lights off to the sides of the card and angled down towards (or up towards) the edges and you should see them.

     

    A fake method if that doesn't work (but it should) would be to make a selection of the polys on the sides and add a slightly different material only to the sides that has more reflection in it.

     

    7 minutes ago, TeamZissou said:

    I've just noticed a slight issue with the noise pattern on those edges too, at first I thought it might be my model but perhaps it is due to the projection or tiling method?

    It's hard to be specific here without seeing your file, but generally, try going to the Attributes Manager for the material and changing Projection to Cubic and ticking Seamless. If that still doesn't give the result you want, try changing the Projection to UVW and keep Seamless ticked and then go into Texture Mode and Enable Axis so that you can rotate the texture so that the seam you see is on the bottom of the card where it won't be seen as easily.

     

    If that fails then you need to do a proper UV Map. Come back and ask if you need any further help with UV Maps, but there are may tutorials online for that.

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  • Thanks for the prompt response @ABMotion

     

    I did actually have it set to Cubic and Seamless was checked. I tried switching to UVW and rotating the texture as you suggested but that resulted in this:

     

    SS1.jpg

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  • Ah, I think I may have figured the cause of it. The noise has 'Space' set to 'UV (2D)'

    Switching this to 'Object' seems to have rectified the issue. Will this conflict with the projection in the texture tag? I'm not really sure how they interact.

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    It's hard to be definite without your file, but you can try scaling the texture so it is effectively cubed and rotate it. You can do this using the Length U or V (I can't tell from your screenshots which is necessary as I don't know what orientation your model is, but experiment) or use the Texture Mode and Enable Axis and scale to resolve that issue.

     

    How did you do the texture in the end? Is it an image? As I said in my previous post, you may need to do a proper UV Map and/or edit the texture itself so that it is seamless.

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    9 minutes ago, TeamZissou said:

    Ah, I think I may have figured the cause of it. The noise has 'Space' set to 'UV (2D)'

    Switching this to 'Object' seems to have rectified the issue. Will this conflict with the projection in the texture tag? I'm not really sure how they interact.

    I'm sorry I missed your next post as I was typing. 

     

    Now that I know you've used Noise and you've resolved the issue, keep your projection type as it is. With all these problems, if it looks right and works, then use that :)

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  • I think @deck might be onto something here.

    I just made a texture in PS using the colour halftone effect and dropped replaced the noise in my color channel with this. See what you think:

     

    Unfortunate side effect is the now visible aliasing issues, but maybe these will be improved when I bump the render settings.

     

    HT.jpg

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    Absolutely. It depends how photo realistic you want to go. That suggestion is one way and the half tone print image I posted for you a while back would be even more realistic as it's not perfect. It depends on how far you want to go with the realism. Using Photoshop to generate the half tone pattern is probably a good balance.

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  • Yeah that stock image would certainly add to the realism, I might swap out to that at a later stage.

     

    I'm back at this edge issue now unfortunately. I have it set to Cubic and Seamless but no matter which way I rotate the texture I seem to have this break on the outer edge in the same place each time.

     

     

    01.jpg

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