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..::brushed / lathed metal::..

Enlarge Screenshot To generate the effect correctly, we must observe how it works in real-life. By looking at the reference material (here and included on the cover CD), we notice that there are few factors that produces the effect: the texture of the material drives the way it reflects the environment and how its specularity behaves. We must therefore design our material accordingly.
Enlarge Screenshot Open the brushed_metal_start.max scene in the resource zip file. In the Brushed Metal material, set the Diffuse Colour to RGB 128,128,128 , Specular Level to 170 and Anisotropy to 70. Add a Raytrace map to the Reflection slot and set the Attenuation Falloff Type to Exponential with an End range of 50 and Exponent of 3. Enable the Fast Adaptive Antialiaser and enter its settings floater by clicking on the “…” button. Set its Blur Offset and Defocussing to 0.5
Enlarge Screenshot Finally, to create the ringed texture effect as seen in our reference material, Add a Noise map to the material’s Bump slot and set its Source to Explicit Map Channel so we can Spherical map the texture to an object (in this case, a Sphere). Set the U Tiling to 0. Set the Noise Size to 0.001, High to 0.865 and Low to 0.255. Finally, set the Bump amount to 10, apply the material to the Sphere object in the middle of our scene and render.
Download the max file! Zip file to accompany.

..::quick tip::..

As this effect takes a while to render, output a reflection pass and blur it in a compositor for a quick and easy solution.

Initially published: 3D World magazine, Issue 64, May 2005.

Copyright Pete Draper, May 2005. Reproduction without permission prohibited.

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