Plastic Texture

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Plastic Texture // New Users

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Post by stoker // Feb 22, 2006, 12:48pm

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Total Posts: 506
Hi Guys, seems like a stupid question to some 'I Know' but which is the easiest way of creating a plastic texture. When I tried doing this it was either too shiny or too dull. Just cant get the balance right.:)

Post by hemulin // Feb 22, 2006, 12:52pm

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Good question, using simbionts helps and i think there are some pretty specific ones for certain plastics, however when creating a plastic using just truespace it depends entirely on what lighting you have and also what shape your object is, ie it is much more difficult to make a plastic look realistic if the object is flat and if there are no other object in the scene that the plastic can reflect.

Post by stoker // Feb 22, 2006, 12:56pm

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Total Posts: 506
What I am trying to make plastic is flat and there is only the other parts of the model to reflect it so there wont be much of a reflectance. Oh well I will just have to persevere :D

Post by hemulin // Feb 22, 2006, 12:58pm

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You could try using a mirror reflectance and turn down the reflectance a lot and then add a very very fine bump map and choose your colour, this might help.

Post by stoker // Feb 22, 2006, 1:01pm

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Total Posts: 506
Thanks for that, just tried it on one part of the model and works fine. HDRI I think needs to be put in next, then this should spark up the whole scene:)

Post by hemulin // Feb 22, 2006, 1:02pm

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yes and will give it something to reflect also

Post by frank // Feb 22, 2006, 1:54pm

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Have you tried Yamaneko Fresnel?






Of course, these are more on the glassy/shiny side but Yamaneko gives a lot of control over specular, diffuse, reflection, etc. and gives good results.



http://70.147.193.182/ts/y_fresnel_test_01.jpg

http://70.147.193.182/ts/y_fresnel_test_05.jpg

Post by stoker // Feb 23, 2006, 12:36am

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Total Posts: 506
No I havent but I may consider it as they seem to give quite a good effect:D

Post by Vizu // Feb 25, 2006, 5:30am

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I think you can use conductor or caligari phong shader to simulate plastic.

Important is only a blurred backgroundimage for the minimal reflections on the flat Object.

Post by stoker // Feb 25, 2006, 5:34am

stoker
Total Posts: 506
Thanks Vizu. I have stuck to using HDRI in TS and using Simbiont textures:D

Post by Vizu // Feb 25, 2006, 5:45am

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Okay but i never use external shaders, it took to much time for rendering.

Post by stoker // Feb 25, 2006, 6:36am

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Total Posts: 506
I cant really moan at the speed TS7 renders with simbiont textures and I use it alot.:)

Post by splinters // Feb 25, 2006, 6:39am

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Post us a sample then Stoker...still waiting for chainlink fence. Is your TS7 working yet?

Post by stoker // Feb 25, 2006, 10:23am

stoker
Total Posts: 506
No, I am remodelling in TS 6.6:mad: :mad:

Post by stoker // Feb 25, 2006, 10:26am

stoker
Total Posts: 506
Also not alot of free time to do alot with TS (Sorting out my DT folder and other work):rolleyes: :D

Post by stoker // Feb 25, 2006, 11:15am

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Total Posts: 506
Whooooooooo:banana: :banana: Got True Space 7 to work splinters. Just reinstalled it. Will model one of the things I needed the 'wire effect for'. Will post an image in a bit

Post by daybe // Jun 5, 2006, 4:18am

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Frank is this still available anymore? Have you tried Yamaneko Fresnel?


I have been looking for it around but haven't had any luck.

Post by Bobbins // Jun 5, 2006, 5:47am

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Total Posts: 506
Yamaneko Fresnel was sold on Caligari's ShaderPak 1 CD and the native website for Yamaneko products is long gone, unfortunately.

Post by daybe // Jun 5, 2006, 6:09am

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Total Posts: 562
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Thanks Bobbins, I was afraid of that. Oh well guess I will have to come up with another solution.

Post by daybe // Jun 5, 2006, 7:14am

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I wonder if ShadePak1 CD can still be purchased, as I don't see it anywhere on the caligari site.

Post by GraySho // Jun 5, 2006, 8:23am

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IMO the most important factor for plastic is to set the specular setting right. Of course the lighting is essential to get the typical highlights. A heavily blurred bumpmap with low amp helps to catch more highlights.
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