Brushed metal surfaces such as those used in stainless steel appliances can be tricky to create. Learn how to create these surfaces from scratch using V-Ray. Start by creating a simple metallic material, then use bitmaps and falloff maps to fine-tune the surface and make it stand out.
- [Instructor] Another common type of metal that we'll see a lot in architecture is stainless steel or brush metal. Now when you do brush metal, you do need to add a little bit of texture to get the brushed effect. But it's a very similar process to creating something like chrome or any other type of metal. So here we have our refrigerator, an let's go ahead and start up an IPR so we can see what our renders look like. And I'm going to add a metallic material to the door of this refrigerator. So let's go into our compact materials editor and I should have this main material here for our refrigerator. In fact, if we want, we can call it refrigerator material. And then let's go into the top slot here. The number one slot, and right now it's just a standard material but we want to change that to a VRay material. Let's go ahead and give it a name, we'll call this, let's call it brushed stainless. Now for the diffuse channel, we do want to create a texture to give that effect of brushed metal. So I'm going to actually select a bitmap and in this case I have something here called Stainless_Brushed. And it's basically just a vertical, kind of a noisy pattern. So when I open that up you can kind of see it, and let's go ahead and go up to parent and show shaded material in view port. So you can see that we're getting this kind of, nice vertical effect. Now if we want we can exaggerate that a little bit by going back into the map and just changing the tiling. So if I amp up my U tiling to say about two, I'll get a much stronger vertical effect. Now this alone won't create the material that I want so I still need to add some metallic flavor to it so I'm going to go ahead and turn up my metalness and you can see that kind of gives it a little bit more of the effect. Then I'm going to turn off fresnel reflections, and we're going to turn up reflections. Now in this case, instead of just turning up reflections like this I actually want to do the same thing we did before which is add a falloff map to control reflection based upon angle of view. So let's go back into maps here. I'm going to click on this, and we're going to again select a falloff map. Now when I do that, notice how it instantly changes here. But I actually want to flip this on its head. I want the front to be reflective and the side to not be reflective. So let's go ahead and swap these. And then I want this to be a lot less reflective than it was. So I'm going to drop this front down quite a bit, to maybe about 50%. And then go up to our main material here. Now this still looks a little to slick to be brushed metal. Now we don't have any roughness dialed in, so let's go ahead and dial in that up to about .7 and the drop down our glossiness quite a bit. Now as we drop down our glossiness, you can start to see that brushed metal effect start to come up. So I'm figuring anywhere below about .6 in the .5, .6 range is where we need to be with this. And now we've got it pretty close. And I'm going to do one more thing to get this really looking good. And I'm actually going to go down to my bumpmap and I'm going to add a very slight grain bumpmap which is essentially going to be the same texture were using for the color and so I'm going to use a bitmap, and we're going to select that Stainless_Brushed, and again I'm going to do that same tiling we had before, I'm going to do a tiling of two on the U channel. And now when I look at this, you'll see that well I'm getting a very deep grain effect and that because the bumpmap is at 30 and so we need to dial that down to about, yeah, about four or five, just a light amount of bump will give us that kind of grain, and a little bit of that roughness, you can now start to see the striations in that brushed metal, and that little bit will help a lot to sell this as a brushed metal stainless steel refrigerator. Now we can certainly tweak all of these materials a lot more, but hopefully you get the idea as to how this works. Falloff maps really are your friend when it comes to metal.
- Furnishing the interior with custom and third-party models
- Creating basic V-Ray materials
- Using physical materials
- Creating materials in Substance
- Setting up Substance materials in 3ds Max
- Tiling patterns
- Adding color and relief
- Importing materials into 3ds Max
- Creating bitmaps in Substance
- Creating V-Ray materials from bitmaps