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Le 2025-10-16 à 09:02, yesbird a écrit :
> On 16/10/2025 13:43, Alain Martel wrote:
>> It looks like your material have a rather high ambient value. That
>> make that gold look as if it was plastic. Try setting ambient 0.
>
> Thanks for suggestion, but it's already == 0:
> --------------------------------------------
> #declare F_metal =
> finish {
> reflection {0, 1 fresnel on }
> conserve_energy
> brilliance 5
> ambient 0
> diffuse .5
> phong 5
> phong_size 40
> metallic
> specular .4
> roughness 1/20
> reflection .5
> }
> --------------------------------------------
> YB
>
Your diffuse seems to high for a metal. Normally, I use something less
than 0.1.
Fresnel reflection for a metal ? Fresnel is for objects that have an IOR
and are not metals. Useful when you want to simulate a varnish coat on a
metallic object using a layered texture. In that case, don't forget to add
interior{ior 1.6}// or something similar.
One base texture with the metallic texture, then, another transparent
texture with the fresnel reflection, followed by an interior block
giving the IOR of the varnish.
My suggestion :
#declare F_metal =
finish {
brilliance 5
ambient 0
diffuse .05 // Lower diffuse
metallic
specular .4
roughness 1/20
reflection {.5 metallic}
}
#declare Varnish =
material{
texture{
pigment{rgbt 1}
finish{
reflection{1 fresnel}
phong 1
phong_size 40
fresnel
}
}
}
interior{ior 1.55 dispersion 1.02}
}
Then, maybe it's the environment that is to bright... The appearance of
metals depend a lot on the environment.
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