Hash Fellow robcat2075 Posted July 17, 2009 Hash Fellow Posted July 17, 2009 an attempt at "Cars"-style clear coat, metal flake paint. (you have to full-size it to see the flakes) It doesn't "glitter" yet when the object turns so that will need some more R&D. Quote
agep Posted July 17, 2009 Posted July 17, 2009 Nice! What are the reflections made of? Is it specularity or reflection/luminaire Quote
Hash Fellow robcat2075 Posted July 17, 2009 Author Hash Fellow Posted July 17, 2009 What are the reflections made of? Is it specularity or reflection/luminaire the flakes are by the "cellTurb" combiner. The clearcoat is the "Glossy"specular shader plugin . Quote
pixelplucker Posted July 17, 2009 Posted July 17, 2009 looks cool, bigger sparkles and you can make a bass boat hehe. Quote
John Bigboote Posted July 17, 2009 Posted July 17, 2009 COOL! I think I saw that at Bed, Bath and Begone for $10! Quote
Elm Posted January 5, 2012 Posted January 5, 2012 Very cool. Any news on the Sparkling/glitter effect? Quote
Hash Fellow robcat2075 Posted January 5, 2012 Author Hash Fellow Posted January 5, 2012 Very cool. Any news on the Sparkling/glitter effect? Indeed, just a few weeks ago the question came up. Here's my "sparkle" and there are some other solutions farther down the thread... http://www.hash.com/forums/index.php?s=&am...st&p=361539 Quote
MMZ_TimeLord Posted January 5, 2012 Posted January 5, 2012 Liking it rob If you can control the reflection and/or specularity of the flake portion of the combiner, you could probably get a good sparkle from that. Quote
serg2 Posted January 5, 2012 Posted January 5, 2012 http://www.notone.ch/Zbrush.htm http://www.megaupload.com/?d=HLZ0FTEP http://drpetter.proboards.com/index.cgi?bo...&thread=249 Quote
Hash Fellow robcat2075 Posted January 5, 2012 Author Hash Fellow Posted January 5, 2012 Liking it rob If you can control the reflection and/or specularity of the flake portion of the combiner, you could probably get a good sparkle from that. In my bump map version, you can. the "sharpness" on the Glossy shader affects how quickly a glint goes on and off, and "Specular Intensity" controls the brightness. So a pretty fair spectrum of effects could be had with this technique. In the original at the top, the bright spots are always bright from any angle so they didn't "glitter". Quote
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