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Complex multi material surface and shaders

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Message 1 of 6
matto.schmidt
271 Views, 5 Replies

Complex multi material surface and shaders

I am trying to recreate this skin care bottle:


I have a question about the outer and inner shells.

Outer Shell:

The outer shell is glass-like plastic (acrylic?) that has labels on. 1 label type is a metallic text. The other is a graphic that is not metallic, but slightly transparent.

To create this I have made a layered shader:

Layer 1 is a glass-like shader with plastic IOR.

Layer 2 is a plasticy shader with a mask and the color is coming from the shader.

Layer 3 is a metallic shader with a mask for the text and color is coming for the shader.


I have not properly modelled the bottle yet so it is a 1 sided cylinder. I would like the labels to cast shadows onto the inner cylinder which holds the cream, but I would also like to have some control over the shadows. The shadows as well as the metallic text cause problems in photo shoots of the actual bottles. I would like them there for realism, but with some control to minimize (i guess render shadow aov somehow for those layers?).

Question 1: How to get the labels to cast shadow and how to control them in post?

Question2: Should the labels be in the coat of the object?

Question3: Mask creation - I am used to just mapping a texture and using its transparency without explicitly creating an alpha. What is the quickest - most efficient method to quickly generate masks? I have been copying the blue channel in photoshop and inverting it.


Inner shell:


The inner shells seems to be a plastic, but it has car paint like flakes and transparency and subsurface scattering. It is hard to keep this shell light and white looking with some transparency and subsurface going on as well.


I have just created a shader with ai flakes added to the normal - but they are hard to control and tend to look like noise and compete with the whiteness I would like to get from the underlying cream.


Question 4: What would the best approach be for this shader? It needs sss, be fairly bright white, whith some translucence and it it has flakes and is made of plastic?

Question 5: Should I treat the flake plastic material separetely and put geo inside of that for the cream?


Question 6; the milk preset comes out black for me? I am not sure why that is happening?7592-dispensor-arnold-test-007d-beauty.png

7593-dispensor-arnold-test-006d-beauty.png7594-serucel-dispensor.jpeg7595-serucell-packaging-01.jpg7596-serucell2-1440x800.jpg

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Message 2 of 6

7597-dispensor-arnold-test-001-beauty3.png
7598-dispensor-arnold-test-001-beauty.pngThis is an earlier version of it I did. It is hard to see, but this version was actually casting shadows from the label layers.

Message 3 of 6

Please disregard my Milk preset question, it seems like this was happening because there was not enough indirect light in the scene.

Message 4 of 6
lee_griggs
in reply to: matto.schmidt

Looks like an interesting shading challenge. It actually looks quite close in your renders.

What is your diffuse_ray_depth setting? Increasing to 3 or even 4 will help add illumination between the surfaces and give it a 'lighter feel'.

Are you using subsurface (randomwalk v2)?

Adding the image/mask to the coat_color should work. Alternatively, have you tried using the mix shader. Mask -> mix. Chrome -> shader1. Bottle shader -> shader2.

I would persevere with the flakes shader. Try increasing camera(AA) and/or specular samples. Use depth if you want 3d flakes.

Have you tried using a studio HDR?

I guess you are not allowed to upload the scene somewhere?




Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 6

Hello Lee,


I can upload the scene.

My Ray depth is:

total 10, diffuse 1, spec 1, transmission 8, volume 0, transparency depth 10.

I will try boosting that. I have randomwalk on, and I have modified since posting so that there is a creme geo object.


Sampling:

AA 5, dif 3, spec 2, trans 3, ss 2, volume indirect 0


I have an HDR in the scene on ai light. I have a few studio ones, but the lights in the HDR do not match the placement of my lights. The big highlight in the middle is from the HDR. I do not have a forward facing light as it was blowing out the bottle when I had it in there. I was thinking about creating an HDR with the spherical lens so that it matched my light position.


Is the mix shader a better option than layering?


Also, I have 3 layers on the outer shell, the glassy plastic, the red non metallic graphic, an the metallic text. I was under the impression that the layer shader replaces the functionality of the mix shader and that the Mix shader only handles 2 layers?


Message 6 of 6

The scen file exceeds the max. I can try and simplify it. I archived it so you would have textures as well.

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