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Andrew Coppin wrote:
> Try as I might, I *cannot* get this to look metallic... *sighs* Tried
> playing with lighting, tried playing with different backgrounds, but I can't
> make it look shiny, and I can't make it look reflective!
>
> Any suggestions? (I'm looking for a very highly-polished, very brilliant
> look.)
Here's some general tips:
In general, the base color for a silvery metal should be sort of a
medium-dark gray. Iron might be a bit darker; aluminum a bit brighter.
The amount of reflection is up to you; for really shiny metal, use .5 or
more, but less than 1 (you said you're using .8, which is fine, if
slightly high; remember that 1 would be a physically perfect reflection,
which even mirrors don't quite achieve). This should be constant
reflection, not variable. If you use a metallic reflection, you may need
to increase the amount of reflection to compensate for multiplication by
the pigment. Depending on how dark your base color is, this can result
in using base reflection values above 1.
The highlight should be strong, and fairly tight, but not super-tight;
remember that you're not trying to reflect a point light (which is
impossible, of course, since a point light has no volume), you're trying
to simulate the reflection of a light which does have volume. For best
results, set up your scene such that highlights appear brighter than
reflections of light-colored objects, since light sources typically
appear much brighter than the things they illuminate. (If monitors were
somehow capable of displaying values greater than rgb 1, this wouldn't
be an issue, but they aren't.)
Because shiny metal doesn't diffuse light as much as, say, a rubber
ball, you'll need to reduce the amount of diffuse light coming from the
object. This can be done in one of two ways: increasing brilliance
(which will make parts of the object that should be reflecting most of
their light away from the viewer appear darker) or reducing diffuse
(which will make the whole thing darker, as though you'd used a darker
base color). Increasing brilliance is probably more physically
realistic, but I find that reducing diffuse, or employing a combination
of both, produces a better looking metal IMO.
Finally, shiny metals derive much of their apparent reflectivity (as our
eyes perceive it) from high-contrast environments. To put it another
way, for something to look reflective, it should have a lot of dark bits
and bright glinty bits. Instead of the environment you're using now, try
using a sky and horizon, or put your object in a scene with brightly-lit
areas and strong shadows, or something similar.
-Xplo
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