Shiney Shader Problem (Solved)

Charlie JudgeCharlie Judge Posts: 13,016
edited July 2019 in The Commons

When I apply Mech 4d's chromium shader (or other shiney shaders) to the Old World Knight armor it looks like there are some areas of 'see-thru'

 

While I can mitigate this effect by reducing the top coat glossiness, I lose a lot of the shininess I want

 

Are there any ideas what is hapenning and how I can fix this?

Thanks

 

Post edited by Charlie Judge on

Comments

  • Matt_CastleMatt_Castle Posts: 2,730

    Can you be more specific as to where, as I'm not immediately seeing anything out of place there.

  • scorpioscorpio Posts: 8,513

    When I apply Mech 4d' chromium shader to the Old World Knight armor it looks like there are some areas of 'see-thru'

     

    While I can mitigate this effect by reducing the top coat glossines, I lose a lot of the shininess I want

     

    I could be wrong, but I don't see anything that looks 'see thru' just areas that are reflecting the background.

  • DripDrip Posts: 1,209

    It's the reflections of horse and rider onto the armor that appear as "holes". So what you'd probably want, is to have those not reflected (somehow). A change of camera angle might work wonders too.

  • Charlie JudgeCharlie Judge Posts: 13,016
    Drip said:

    It's the reflections of horse and rider onto the armor that appear as "holes". So what you'd probably want, is to have those not reflected (somehow). A change of camera angle might work wonders too.

    Ah, you are right. But is there a way to hhave them not reflected and still keep the shininess of the metal?

  • Matt_CastleMatt_Castle Posts: 2,730
    edited July 2019

    Not with a single render pass in Iray (any more than you could make something not visible in a reflection in real life).

    You'd have to render twice, the second time without the knight, and merge in post.

    Post edited by Matt_Castle on
  • HylasHylas Posts: 5,106

    Set glossy roughness to something between 0.30 - 0.60?

  • Charlie JudgeCharlie Judge Posts: 13,016
    edited July 2019

    Thanks everybody for your suggestions. After playing around for awhile and some trial and error, I found I could acheive a much improved version by using the 'brushed' version of the chromium shader on those section that had the reflections that looked like holes. I also used the Sir Robin texture set on the shin guards. (For this render I didn't like the results of using the Sir Robin Textures on the other parts.)

    Here is the final result:

    Knight in Shinig Armor improved.png
    467 x 482 - 365K
    Post edited by Charlie Judge on
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