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  • Brushed metal texture

    Posted by Carlos Angeli on April 7, 2012 at 10:49 am

    Hi,
    I’m working on a disk brake. Modelling is finished, and I’m working on lighting and textures right now.

    I wanted to achieve a realistic radial metal texture. I got close by using a luma shader in the luminance channel for the inside of the disc. Also I’m using HDRI and a few omni lights for reflections only.

    However I’m lost for the outside part. The radial/elliptic pattern is similar to what I’m aiming for https://brakedisc.reaindia.com/productimg/504_588.jpg

    Any ideas on how to achieve this?

    Thanks.

    Andrew Larson replied 14 years ago 4 Members · 6 Replies
  • 6 Replies
  • Randy Johnson

    April 7, 2012 at 12:35 pm

    I would start by getting the material clean and the way I like it. Then Create a greyscale bitmap in PS with the rotation pattern and layer that into most of the channels… like as a mask on the reflection, specular.
    /Randy

  • Carlos Angeli

    April 9, 2012 at 5:13 pm

    Thanks Randy. I was trying that, but also wondered if there’s a way to achieve it using lumas or some other shader.

  • Brian Jones

    April 9, 2012 at 7:47 pm

    the only way I could think of to get that repeating circle pattern would be to use the spline shader with a spline made for the job – which could be done with the built-in tools, a circle spline in a radial cloner for starts.

  • Carlos Angeli

    April 9, 2012 at 9:55 pm

    Hi Brian,

    I’m not familiarized with the spline shader. I’ll look into it.
    Thanks for the tip

  • Brian Jones

    April 10, 2012 at 1:12 am

    be careful to read to the bottom of the main page of the help on it. It helps a lot to keep the spline to 100×100 in size and absolutely you have to have the axis like in Illustrator, it should be at the lower left of spline not centered.

  • Andrew Larson

    May 2, 2012 at 2:57 pm

    ok here is a file with the Nukei Shader I think it will do what your looking for.

    4067_diskbreak.c4d.zip

    Blur the lines between work and play.
    Andrew Larson

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