Vray Aircraft Paint material using Shellac and UVW map
Hey everyone, first post here. Lots of great work and artists in the community.
I'm working on a project for an aviation company which involves modelling, texturing and rendering a EC145 helicopter in 3ds max and vray HDRI with GI.
I am trying to use a Shellac material for the paint however the UVW map texture underneath gets washed out by the "clear coat" overtop.
Attached is an example of the aircraft, as you can see the 2 side doors we put a completely different material than the shellac material, just so you can see the comparison and how much the clear coat is washing out the blue base material on the body. Currently there is a base material (Blend) with a Shellac Material under that (VrayMtl).
Has anyone come across this before? Perhaps I should be putting the psd uvw texture into the Opacity channel and NOT the diffuse of the Base Material?
I can't really answer your question on why you re getting washed out.. unless you wish to expand what you have in material setting i.e. uvmap and so on.... Yet, I would suggest you to use VRayBlendmat instead shellac, It's much faster, better control and less confusion.
Tips for VRayBlend Material: Place VRayMat in base, inside the "Base" place the UVMap in diffuse slot of VRaymat... Place another VRay inside coating slot, and so on ... Hope that helps
Thanks for the tip EquiNOX, VrayBlend Material is definately the best choice... see the attached. With some tweaking of the coat reflection it should work out good.
Now onto the glass. As you can see the door glass panels are pretty much invisible at the moment. I cant seem to get a reflection in these unless i increase the IOR of the refraction. But then that much refraction distorts all the details in the cockpit.
For the glass use Frsnel reflections with reflection color set to white (255;255;255) and make the glass a little more transperant, now it looks too grey
Kiro, ya I tried fresnel reflections, problem is fresnel only works good when you have a high refraction IOR... and when theres a refraction higher than 1.0 it distorts the cockpit as seen in the attached. I basically want minimal amount of refraction so you can still see the details in the cockpit/cabin without them looking distorted, but there needs to be a reflection so the glass is apparent - this i cant seem to get in the glass without a higher refraction IOR.
to fix this problem add a shellac modifier to the glass planes so it works like in real life, I mean glass has thickness
The mat for the attached image is:
Diffuse color: black
Reflection Color: white with frsnel checked
Refraction color: Almost white; Index of Refraction : 1,517
Hope that helps
P.S. And if you still want stronger reflections change the value of the Index Of Reflection to smth like 2 or what ever you like
....or add a Fresnel map inside the reflection slot. Inside frensel -- perspective with Top Grey approx 235 bottom 155.... Or adjust however you like. It'd just balance out the reflection level on glass itself.