Bathroom, kitchen ceramic with coating

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Bathroom, kitchen ceramic with coating

Postby kroko » Sun Feb 27, 2011 11:20 am

Hello.

Been trying to create a realistic white ceramic. You kow - the one with transparent coating and imperfect reflection angles on surface found on sinks, pots etc. Currently using just glossy material type and the result is... ok. Don't mind the overexposure.

Image

I haven't found much discussion on this topic here. Rhys has a nice render for sink.

The look of surface imperfection I'm trying to get can be seen in this case study, using maxwell. See the top views of the sink.

...to my knowledge, the only render-software capable of producing real looking photos. a poor case study, i'd say ;) hehe

Anyways. As I see it, if Lux would be capable of utilising normal maps I could photoshop one, that would be seamlesly tilable and introduce very small surface normal waviness across the surface.

What would be your suggestions for white ceramic material as seen in our bathrooms and in the example given above. Glossy with some texture of large spots used as bump map? A mix material?

Thanks in advance.
Last edited by kroko on Sun Feb 27, 2011 3:31 pm, edited 1 time in total.
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Re: Bathroom, kitchen ceramic with coating

Postby SATtva » Sun Feb 27, 2011 12:00 pm

Ceramic is usually a glossy surface with IOR around 1.4-1.5 and a pretty high exponent. For a more realistic look mix two glossy materials: one with properties outlined above, and a second with low IOR (~1.2) and a very low exponent (10-100). Or, alternatively, a low-exponent glossy with a mirror.

kroko wrote:The look of surface imperfection I'm trying to get can be seen in this case study, using maxwell. See the top views of the sink.

I see small procedural bumps. Larger waviness can also be made with larger-scale bumps. I really don't see a problem here for Lux, all your goals are achievable.
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Re: Bathroom, kitchen ceramic with coating

Postby kroko » Sun Feb 27, 2011 3:31 pm

SATtva wrote:I really don't see a problem here for Lux, all your goals are achievable.

Never said I thought there were any :)

Thanks for suggestions!

I tried a mix of two glossy materials. Nice, however the reflections were a bit to low. Right now trying a setup of mix in a mix (glossy+(glossy+mirror)), the very "lowest" layer being mirror with wery smooth largscale bumpmap applied (you can see the result in ceiling lamp refectance on luxball).
Mat: Mix 0.5;
Slot 1: Mat - Glossy; IOR - 1.5; exp - 45k;
Slot 2: Mat - Mix 0.3; (should bring it down to ~0.2 probably)
Slot 2.1: Mat - Glossy; IOR - 1.2; exp 100;
Slot 2.2: Mat - Mirror; Refl.col. - {1,1,1}; Bumpmap - 0.0100; Bumpmap Texture - procedural blender_stucci (noisesize 0.8, turbulence 1.0), scale 1;

Linear tonemapping - a bit underexposed.

Image
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Re: Bathroom, kitchen ceramic with coating

Postby newsarm2 » Mon Feb 28, 2011 3:38 am

SATtva wrote: For a more realistic look mix two glossy materials: one with properties outlined above, and a second with low IOR (~1.2) and a very low exponent (10-100).


Hi SATtva,
can you explain me the sense of mix 2 glossy materials?
Why it is different than a single glossy material with intermediary parameters?
Is it a faking of layered material?
Thanks,
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Re: Bathroom, kitchen ceramic with coating

Postby SATtva » Mon Feb 28, 2011 2:11 pm

kroko wrote:Linear tonemapping - a bit underexposed.

Nice and very convincing.

newsarm2 wrote:can you explain me the sense of mix 2 glossy materials?
Why it is different than a single glossy material with intermediary parameters?
Is it a faking of layered material?

Rather to make the base clay layer less lambertian diffuse.
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Re: Bathroom, kitchen ceramic with coating

Postby jeanphi » Mon Feb 28, 2011 3:02 pm

SATtva wrote:
newsarm2 wrote:can you explain me the sense of mix 2 glossy materials?
Why it is different than a single glossy material with intermediary parameters?
Is it a faking of layered material?

Rather to make the base clay layer less lambertian diffuse.

You could probably do it with the car paint material, it would be slightly faster but is probably harder to understand.

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Re: Bathroom, kitchen ceramic with coating

Postby binarycortex » Mon Feb 28, 2011 3:57 pm

jeanphi wrote:
SATtva wrote:
newsarm2 wrote:can you explain me the sense of mix 2 glossy materials?
Why it is different than a single glossy material with intermediary parameters?
Is it a faking of layered material?

Rather to make the base clay layer less lambertian diffuse.

You could probably do it with the car paint material, it would be slightly faster but is probably harder to understand.

Jeanphi


Jeanphi, what is the order from inner to outer (123 or 321) for carpaint?
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Re: Bathroom, kitchen ceramic with coating

Postby kroko » Tue Mar 01, 2011 6:12 am

Sharing a render I left over night. Linerar tonemapping.

Image

The result isn't that ceramic-thick-glazed. However that was what I actually needed this time - moulded artificial stone (brands like Montelli, Corian, Hanex) with a glazing which usually is only ~1mm thin (so one could repolish it if damaged, scratched). Satisfied with result, knowing that this is my first (well, actually thanks goes to SATtva :)) material in Lux.
The differences are:
- Real ceramic has bigger radiuses for edges, more wavy surface, thicker and imperfect glazing. Ceramic is first moulded, then glazed.
- For "artificial stone" the mould is first inner-glazed, then the mass is poured in. Thiner glazing, geometrically more "correct".

Hopefully real ceramic still to come in future. Maybe need to use homogeneous medium type for SSS, create it like famous "soap material".
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Re: Bathroom, kitchen ceramic with coating

Postby SATtva » Tue Mar 01, 2011 6:21 am

kroko wrote:Real ceramic has bigger radiuses for edges, more wavy surface, thicker and imperfect glazing. Ceramic is first moulded, then glazed.

I think this just needs slightly higher values for bump height. Perfectionists could wait for a working SPPM integrator, and model low-exponent glossy base inside a real glass shell of required thickness with bumps or diplacement.
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Re: Bathroom, kitchen ceramic with coating

Postby kroko » Tue Mar 01, 2011 6:34 am

I lowered the bump for mirror material actually as well as applied it as constant scale (very large - 5..7 meters), not U-mapped. Reason - thought that luxball is very small in actual world units (always considering 1 blender unit = 1 meter) to show it in action anyway and a "single wave imperfection" usually "spreads" along ~decimeter in real life on those ceramic surfaces (empirically :) ). And glossy vs mirror mix in lower layer is only 0.1 now (which decreases the bump effect also), just to get reflectance, but not too much. I know, will have to tweak it for the actual object.
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Ataching material if anyone interested:
ceramic_02.lbm
(4.77 KiB) Downloaded 112 times
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