I have created three node groups to simulate gold metal. This file includes 14 presets for different situations: normal, glossy, rough, jewelry or ancient gold. The rar file include thumbs of these renders (500 passes).
The model has been made by Robin Marin (tuqueque). This time I have used the bleder test version. You can download it at "http://www.blender.org/development/release-logs/blender-261/blender-261-demo-files/".It was created to test materials and it is a CC-BY lincensed blend.
Enjoy it!
EDIT: Upgraded to 2.68 / Optimized
I have posted hdri tests at BlenderArtists: http://blenderartists.org/forum/showthread.php?248163-Cycles-Gold-Shader
Hi elbrujodelatribu,
the sample jpegs look great and thanks for sharing these! Just curious, behind each emission light you have a larger grey diffuse plane. What is this to do, try to absorb some of the spill light or something?
Cheers, Matt
I have just downloaded it and the file is right. There is a blend file called "bmps_gold_268.blend" which includes 14 material presets and 3 node groups.
Thanks for that. It was the original post that I edited and deleted that comment <insert user error here). I was asking also about behind each emission light you have a larger grey diffuse plane. What is this to do, try to absorb some of the spill light or something?
Using a double-sided meshlights produces lights rebound on the walls and they are reflected on glossy materials. Those lights are confusing for me. I prefer this setup for the lightbox, which allows to me see the room clearly reflected on those glossy materials.
Not bad materials but absolutely useless in low lit settings.
Well, I'm not sure why you say that. This is one of my favourite materials. I did a render with it that you can see in http://elbrujodelatribu.deviantart.com/art/Blender-Cycles-Gold-Ingots-348943728. You can do better material by adding bumping or dirt, but I think it works well. If you want to give further details you can do it in this thread in Blender Artist where I discuss my materials: http://www.blenderartists.org/forum/showthread.php?278285-Yet-Another-Thread-about-Cycles-Materials
Hi @luciferlover, my materials have not images included. They are all procedural materials, that means, they are made through the node editor, only using nodes. Besides I don't use texture nodes, only shader, math and geometry nodes.
I have downloaded the blend file today and it works perfectly. Recover one of those files and try to render some material.
I am proud of these materials and hope you can use and enjoy them.
Hello. Thank you very much. Now I just have to learn how to create functional environments for the proper functioning of the material, I think. Do you think that it is preferable to use HDR background?
A HDR background is the easiest way of getting nice reflections in a metal or glass material. If you don't use it, you will need several lamps with different strengths to get something similar.
THANK YOU. I've been trying all day to get this right but I could have just come here and get it over with in 5 minutes. I love you! :D
Sorry if I am being thick here, but when I try to do a combined bake when I use these textures (but adding an image texture in the node editor) the result is baking in black and white. Am I missing something plainly obvious? :D
Truly beautiful material.
I get no love for it, but, it's my reality. I use Linux. NVidia graphics are not well supported on linux.
I've got an Intel Graphics card.
I'm currently using Blender 2.79 (RC).
There's so much that can be done with the right setup. I'm using a laptop. Strike 2.
The example rendered in around ten minutes my PC.
That's just one image.
Say, I wanted everything the same. 360 degree rotation around the Z axis - 60 frames.
Ten minutes a frame. That's 600 minutes. Ten hours rendering time for a 60 frame rotation.
That's JUST the one object. Add more complexity and no doubt the time total goes up accordingly.
In addition to that, it would just be nice to have the same kind of point and click for common cycles presets as there is for matcaps under Blender Render. There are some that are just common enough it might be worth the time, certainly the effort to have something like that for Cycles.
People who have the computing power could then focus more on the details of their model. Tweak the settings of a preset to suit their needs. Maybe even start up a share site to build on the basics.
I stumbled across this looking for something quick and simple. Even a number of the videos on Youtube are a good ten to 20 minutes long on the process. Some, shorter, don't include all the details. Some I've tried to follow just don't work for me.
Downloading a blend or having access to the node tree would be nice. It takes the mistakes out of the process. Lot easier to see what's right, what works. Granted it's not the laborious learning process but, sometimes in learning it helps to have an example not just a process. For that your example helps.
Thank you.
Once it's correctly setup, it can be saved and applied in other projects - a template.
As I've said, yours gets it right. For me: ten minutes per frame - simple setup. 60 frame animation - ten hours.
A bit much.
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this is exactly what I needed! Thank you! :)