Mental ray paint fx7/25/2023 ![]() ![]() ![]() And does have a metallic clear coat a Fresnel interpolation ? When using a lower value, like 1.8 to 2.0 … I can go with a fully reflective and non-glossy clear coat.įor this (I mean the crazy high IOR), I refer to master zaps metal blog, where he mentions the high IOR values… well… freaking awesome thing… using the BRDF directly, (instead of the IOR) it really depends on the settings.īut here comes the point… I don’t really know what a Fresnel IOR Curve is doing… or how it is mathematically interpreted. If I do so, I need to give the clear coat a bit glossy reflection. Hello and thank you for all your posts, highly made a test with a crazy high IOR like 50 or 60. Maybe some other ideas how I could fix these pixel points ? ![]() I also want to mention, that I already used the mental ray environment blur shader, and the shader reflections are set to single enviornment. But at the same time, I loose my sharp looking clear coat and it effected he final shader to much so it looked to dull. So the reflections appeared a bit smoother… and yes… finally I could see I would need to crank up the glossy reflection much more to loose the pixel points at all. And as clear coat, I use an A&D with a bit glossy reflection.I put that shader into a Shellac Material.I use the same shader and turn off the reflections.No direct light source used.Īs you can see, the ray-tracing process is causing colored harsh crispy looking pixel points. The scene is using just an HDRI (Skylight) and the shader is the standard mia_car_paint inside the mental ray surface slot. I made some more tests, and there is another thing I’ve explored, I am not 100% sure what it is, and how to fix it. ![]()
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