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3Delight Metal is a physically plausible material that allows rendering of a whole range of metallic surfaces.  This materials differs from other metal material in other renderers in many aspects:

  • User friendly parameters such as reflectivity and edge tint instead of difficult to understand complexe index of refraction.
  • Ability to render coated metals.
  • Ability to render tempered metals. This effect is highly realistic and can render real life tempered metals faithfully.

 

Content:

 The 3Delight Metal material has three main groups of parameters:
Coating, Base Layer, Reflection Anisotropy  and Bump.


 

Parameters Description

 

Coating

On

Enables or disables the coating feature.

Coating is offCoating is on
Color

This sets the color of the coating. This means that the color reflected by the coating will be tinted by this quantity.

Coating color is [1, 1, 1]Coating color is [0, 0.2, 1]Coating color is [0, 1, 0.2]
Transmittance

This sets the colouring of the medium that makes up the coating. Light bouncing from the underlying metal will be tinted by this quantity. Thickness of the coating, described below, will affect how much transmittance color will be visible.

Transmittance is [1, 0.5, 0.1]Transmittance is [0.1, 0.5, 1]Transmittance is [1, 0.1, 0.5]
Reflectivity

This sets ratio of light that bounces back when coming from a normal incident angle. For realistic coatings, this quantity should be kept low (only conductors have high reflectivity at normal incidence)

Reflectivity is 0.15Reflectivity is 0.35Reflectivity is 0.65
Roughness

Sets the roughness of the coating.

Roughness is 0Roughness is 0.2Roughness is 0.5
Thickness

Specifies the thickness of the coating. Thicker coatings w

Thickness is 0.01Thickness is 0.1Thickness is 0.5

Base Layer

Reflectivity

Describes the reflectivity at normal incident angle. This quantity, along with the edge tint below, completely describes physical metal characteristics.

Reflectivity is [0.4, 0.4, 0.4]Reflectivity is [0.2, 0.4, 0.6]Reflectivity is [0.6, 0.4, 0.2]
Edge Tint

Describes how light is tinted at grazing angles.

Edge Tint is [0, 0, 0]Edge Tint is [0, 0.5, 0.9]Edge Tint is [0.9, 0.5, 0.0]
Roughness

Describes metal roughness.

Roughness is 0Roughness is 0.2Roughness is 0.4
Tempered Metal

Enables or disables tempering.

Tempered Metal is offTempered Metal is on
Oxide Thickness

The thickness of the oxide layer, in micrometers.

Thickness is 0.15Thickness is 0.3Thickness is 0.5Animation.
Oxide IOR

IOR of the oxide. Depends on the metal being rendered. Note that the Presets will automatically set this quantity to the correct value. For example, for iron,

IOR is 1.8IOR is 2.2IOR is 2.8

Reflection Anisotropy

Anisotropy
Anisotropy is -0.8Anisotropy is -0.4Anisotropy is 0.4
Anisotropy Direction
Direction is [0.5, 1, 0]Direction is [1, 1, 0]Direction is [1, 0.5, 0]

Each channel in the bitmap corresponds to a spatial dimension (X, Y and Z). These spatial dimensions are relative to a varying coordinate system based on the derivatives of position with respect to texture coordinates. Individual components for any direction should be in the range [–1, 1]. But to be encoded into an RGB texture with 8 bits per component, they are mapped into the range [0, 1]. So the XYZ (0, 0, –1) will be remapped to the RGB (0.5, 0.5, 0) values. It's also possible to use an angle texture to convert the direction to the color.

Figure 3: The angle texture for conversion the direction to the color

 

 

 

 

Example Presets

 

The following images show some of the presets available through the Attribute Editor.

Copper
Reflectivity [0.9466, 0.6, 0.5382]
Edge Tint [1.0, 0.8503, 0.7963]

Gold
Reflectivity [ 0.8841, 0.6009, 0.3480]
Edge Tint [ 0.9965, 0.9110, 0.5005]

Aluminium
Reflectivity [ 0.9094, 0.8889, 0.8715]
Edge Tint [ 0.9553, 0.9584, 0.9608]

Iron
Reflectivity [ 0.5351, 0.5109, 0.4958]
Edge Tint [ 0.5108, 0.4807, 0.5120]

Silver
Reflectivity [ 0.9521, 0.9246, 0.8911]
Edge Tint [ 1.0 , 1.0 , 1.0]

Carbon
Reflectivity [ 0.1542, 0.1395, 0.1312]
Edge Tint [ 0.1503, 0.1471, 0.1488]


 

Technical Description

Tempering

Interference colors are produced when metal is heated and a thin film of metal's oxide forms on the surface. They are dependent on the wavelength and angle of the incident light, the thickness of the oxide film, the refractive indices of the oxide material. This effect is called thin-film interference and occurs when a light is reflected from a thin oxide film.

Figure 1: The source of the tempering colors. When the phase difference between the two reflected beams is an even integer multiple of the wavelength of the beam in the film, then the two reflected beams tend to interfere constructively. If the phase difference between the two reflected beams is an odd integer multiple of the wavelength of light in the film, the beams destructively interfere.

Figure 2: The thin film of the metal's oxide.

Anisotropy

Anisotropy is the property of being directionally dependent. It allows to set different roughness dependent on the orientation of the surface. In the real world, the anisotropy is generated by a microstructure characteristics arranged in one effective direction. For example, brushed metal objects are polished in such way that there are a lot of parallel scratches in the surface. On CDs, the microstructure is produced by the tracks containing the data.

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