I can't seem to find a way to edit the reflectivity of an object to make a chrom material. only thing i've found is to jack up the IOR, but that doesn't seem like the right move.
In c4d i would make the diffuse black and then control the color with the reflection color. here that doesn't seem to work..
tried with both standard material and node one.
By the way is there a material demo collection or something? To use as reference?
Chrome material, how?
1) Reflection1 (layer weight is multiplied by the weight computed from IOR)
2) Reflection2 (layer weight is multiplied by the weight computed from IOR)
3) Transmission (only weight value)
4) Translucent (only weight value)
5) SSS (only weight value)
6) Diffuse (only weight value)
Each layer weight determines the portion of layer contribution stack based (high level layers with largest priority).
E.g. the first layer has weight=0.3, then all underlying layers have 1-0.3=0.7 multiplier.
For example, the second layer has 0.4 weight setting, while after the first layer reduction it means the second has 0.7*0.4=0.28 contribution in total.
While the layers below the second one have 0.7*(1-0.4)=0.42 weight, and so on.
So if you make weight=1 for top layer you will hide underlying layers.
This way you can make a glass, with reflection1 and transmission with same IOR values, you can make different IORs if you want. You may stack two reflections on top of transmission.
The Color value is used to multiply reflectivity after layer contribution is determined by weight x IOR_weight. The Color doesn't make space for other layers, everything is controlled by weights and IORs for reflections.
To make Chrome you can make Reflection1 weight=1, IOR=20 or 50 (for example) and Color with some slight blue tint, roughness=0. The second reflection may have larger roughness=0.3 white color.
Other rendereres have same material rules, but sometimes there is metallic/conductor IOR with additional to IOR setting. This can be replaced with just high value of the current single setting IOR.
I guess it works. I just felt like IOR had some other physical significane, since in other renders it doesn't quite work like this. they have these charts for setting the right ior for the each material:
But i guess it works
As for metallic - it's not directly supported right now, it can be used to tune behavior of reflection parameters. I will make a slot and a mode for it. Currently the picture of metallic can be assigned to IOR, but the range of bitmap metallic should be adjusted, because for metals the IOR should be larger than one. E.g. you can experiment with metallic bitmap output black = 1.5 and output white = 4.0.
Reflection1 and Reflection2 are absolutelly the same reflection, but there are 2 of them one on top of another one to get more freedom in hand for various metal implementations.
That only happens with a metal texture I used that had Metalness but no Reflection to map.
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