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411 समाचार
Public archive edition · Attributed source reporting with original dates · AI drafts are excluded

411 REFERENCE · Wikibooks

Blender 3D: Noob to Pro/Every Material Known to Man/Gold

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

Gold 1 One of the gold formulas. thumb|Gold Alpha: 1.0 Color: R=1.0 G=0.836 B=0.386 Reflectivity: 1.0 Specularity: 0.75 Hardness: 180 Translucency: 0.50 Ambient: 0.50 Emit: 0.300 Raytracing Ray Mirror: 0.20 Depth: 2 Fresnel: 0.5 Fac(tor): 2.20 Gold 2 After several hours of experimenting, a beginner alchemist created this better alternative formula: thumb|197px|Gold Material Col: R=1.00 G=0.88 B=0.25 Spe: R=1.00 G=1.00 B=1.00 Mir: R=1.00 G=0.88 B=0.25 A: 1.0 Mirror Transp Ray Mirror: On RayMir: 0.50 Shaders [Lambert] Ref: 1.0 [Phong] Spec: 2.0 Hard: 75 Amb: 0.043 Make sure you have "Ray" enabled (Scene (F10) > "Render" box > Ray) or else it won't reflect light. Looks good with a Sun lamp as a light source Gold 3 Gold 3 was mentioned as looking more like "Polished Brass" and was moved to the "Brass" Section. Gold 4 This is also kind of like brass, somewhat old and worn. To tweak it more you could add a brownish color or make the specularity more reddish. thumb|Gold: Click to enlarge "Material" tab Color: R 1, G .954, B .392 "Shaders" tab Reflectivity (Lambert): .843 Specularity (Blinn): .5 Hardness(Blinn): 16 Refr (I think this value is "refraction") (Blinn): 5.575 Translucency: .26 Ambience: .183 Emit .072 "Mirror Transp"' Options: Raymir: enabled, .07 "Map To" tab Nor: enabled, .50 "Texture" Window Texture Type: Clouds "Color" tab Right Side Color: R .915, G .876, B .394 Left Side Color: Black Left Side Alpha: 0 By left/rightside I mean the colors and alpha located on these two parts of the nodes window. Image shown here: Image:toolbar.jpg Gold 5 Based on material "Gold 3" with some tweaks to be done to make this material look more goldish. Base setup is taken from the release Notes (). thumb|197px|Gold You should to take this material as a base and study thoroughly how textures are set up, because without them it loses 50 percent of its convincing look. Material Col: R=0.912 G=0.782 B=0.082 Spe: R=1.00 G=0.913 B=0.8 Mir: R=0.857 G=0.90 B=0.70 A: 1.0 Mirror Transp Ray Mirror: On RayMir: 0.40 thumb|right|Blender 3D rendering of gold ingots using the Gold 5 method. Shaders Diffuse Shader: [Oren Nayar] Ref: 0.8 Rough: 0.9 Specular Shader: [Phong] Spec: 1.4 Hard: 20 From those structure textures (voronoi) I suggest to suppress normal-mapped to the range 0.1-0.3. Gold 6 This is a nice gold material I found online. Material Diffuse Color: Red=.286; Green=.263; Blue=.136 Specular Color: Red=1; Green=.96; Blue=.656 Mirror Color: Red=.751; Green=.664; Blue=.289 Alpha: 1 Mirror/Transparency Ray Mirror is on and is set to 1.00. thumb|right|Golden orb using the Gold 6 method Shaders Diffuse (Lambert): .54 Specular (CookTorr): 1.86 Specular Hardness is 356. Gold 7 Using Blender 2.62 and the Cycles Render, I built this image showing the different settings Fixed gold color: E5BF65 Material Surface: Glossy, Transparent Glossy, Translucent Glossy, Velvet Glossy, Diffuse Glossy, Diffuse thumb|Gold 7 - using Blender 2.62 and the Cycles Render Gold