{"id":4089,"date":"2010-10-05T20:41:55","date_gmt":"2010-10-05T20:41:55","guid":{"rendered":"http:\/\/www.mrbluesummers.com\/?p=4089"},"modified":"2011-03-05T20:56:28","modified_gmt":"2011-03-05T20:56:28","slug":"arch-design-material-tips-and-tricks","status":"publish","type":"post","link":"http:\/\/www.mrbluesummers.com\/4089\/3d-tutorials\/arch-design-material-tips-and-tricks","title":{"rendered":"Arch & Design Material: Tips and Tricks"},"content":{"rendered":"
This is a duplicate of the Arch & Design Overview document by Autodesk and not written by Mr. Bluesummers.<\/strong><\/p>\n The final gather algorithm in mental ray 3.5 is vastly improved from earlier versions, especially in its adaptiveness. This means you can often use much lower ray counts and much lower densities than in previous versions of mental ray.<\/p>\n In many cases, you can render still images with such extreme settings as 50 rays and a density of 0.1. If this causes \u201coversmoothing\u201d artifacts, you can use the built-in ambient occlusion to solve those problems.<\/p>\n When using final gather together with GI (photons), make sure the photon solution is fairly smooth by first rendering with Final Gather disabled first. If the photon solution is noisy, increase the photon search radius until it \u201ccalms down,\u201d and then enable Final Gather.<\/p>\n Following are some quick rules of thumb for creating various materials. Each assumes the basic default settings as a starting point.<\/p>\n These are the kind of \u201chybrid\u201d materials you might require for architectural renderings; lacquered wood, linoleum, etc.<\/p>\n For these materials, set BRDF to Custom Reflectivity Function; that is, you’ll define a custom BRDF curve. Start out with 0 degree reflectivity of 0.2, 90 degree reflectivity of 1.0, and apply a suitable texture map to the Diffuse Color. Set Reflectivity between 0.6 and 1.0.<\/p>\n How glossy is the material? Are reflections clear or blurry? Are they strong or weak?<\/p>\n A typical wooden floor could use Reflection Glossiness of 0.5, Reflection Glossy Samples of 16, Reflectivity of 0.75, a nice wood texture for Diffuse Color, perhaps a slight bump map. If bumpiness should appear only in the lacquer layer, turn on Special Purpose Maps rollout > Do Not Apply Bumps To The Diffuse Shading.<\/p>\n Linoleum flooring could use the same settings but with a different texture and bump map, and probably with slightly lower Reflectivity and Reflection Glossiness values.<\/p>\n Ceramic materials are glazed; that is, they’re covered by a thin layer of transparent material. They follow rules similar to the general materials mentioned above, but set the BRDF method to By IOR (fresnel reflections) and set IOR to about 1.4 and Reflectivity to 1.0.<\/p>\n Set the Diffuse Color to a suitable texture or color, such as white for white bathroom tiles.<\/p>\n A stone object usually has a fairly matte finish, or has reflections that are so blurry they are nearly diffuse. You can simulate the \u201cpowdery\u201d character of stone with the Diffuse Roughness parameter; try 0.5 as a starting point. Porous stone such as brick would have a higher value.<\/p>\n Stone would have a very low Reflection Glossiness (lower than 0.25) and one can most likely use Highlights+FG Only to good effect for very good performance. Use a nice stone texture for Diffuse Color, some kind of bump map, and perhaps a map that varies the Reflection Glossiness value.<\/p>\n The Reflectivity would be around 0.5-0.6 with By IOR (fresnel reflections) off and 0 degree reflectivity at 0.2 and 90 degree reflectivity at 1.0<\/p>\n Glass is a dielectric, so By IOR (fresnel reflections) should definitely be on. The IOR of standard glass is 1.5. Set Diffuse Level to 0.0, Reflectivity to 1.0 and Transparency to 1.0. This is enough to create basic, completely clear refractive glass.<\/p>\n If this glass is for a window pane, turn Thin-walled on. If this is a solid glass block, turn Thin-walled off and consider if caustics are necessary or not, and set Refractive Caustics accordingly.<\/p>\n If the glass is frosted, set Refraction Glossiness to a suitable value. Tune the Refraction Samples for good quality or turn on Fast (interpolate) for performance.<\/p>\n For clear glass, use the tips in the preceding section. Colored glass, however, is a different story.<\/p>\n Many shaders set the transparency at the surface of the glass. And indeed this is what happens if one simply sets a Refractive Color to some value, such as blue. For glass with Thin-walled turned on this works perfectly. But for solid glass objects this is not an accurate representation of reality.<\/p>\n The scene in following illustration contains two glass blocks of different sizes, a sphere with a spherical hole inside it, and a glass horse.<\/p>\nFinal Gather Performance<\/h2>\n
Quick Guide to Some Common Materials<\/h2>\n
General Rules of Thumb for Glossy Wood, Flooring, and So On<\/h3>\n
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Ceramics<\/h3>\n
Stone Materials<\/h3>\n
Glass<\/h3>\n
Colored Glass<\/h3>\n