Great tutorial and the final result, however I'm struggling with step 2: doing UVW for the noise map in a concentric way. I'm testing it on a simple cylinder (the important part is roughly similar to your pan model) and when I disable capping on UVW Map modifier, the effect is (ironically) more resemblant to anisotropic reflections - lines go straight from the center point to the outer edge of my circle rather than around it... update: I think I figured it out. The surface inside our circle cannot be perfectly flat. That means the cap point in the center has to be moved slightly even tiny bit (if there's more cap segments than 1 we can use Edit Poly with soft selection and move them at once along the middle vertex), and then we can the adjust height of our UVW Cylinder Gizmo to this very thin area covering the whole height of our surface. It kind of makes sense that gizmo is having trouble mapping the texture at 90 degrees angle, that's why the surface cannot be perfectly flat.
Same issue here, been banging my head against the wall trying to figure this out. I don't suppose you have any suggestions on how to do the same on a perfectly flat surface? I have tried setting up a radial blurred noise map in PS, but it doesn't tile so I can't control how fine the brush lines are.
Thank you for a most informative tutorial! By the way, I have a question I've been struggling with for some time: since metals actually have Fresnel reflections in real world, why do we have to turn it off? I've seen most people do that when creating metals. would you still turn it off if you wanted to assign it to cube with chamfered edges, for instance? Thank you!
Sure, you can do. You can take a look at some of my other tutorials where I cover two different ways to do it. Often I'll just turn if off and then put a falloff into the reflection slot. If I'm in a rush I just turn if off and adjust the colour to the colour I want - the difference between it being off and having a falloff is very minor. For example in this tutorial I cover falloffs bit I have others where I also show it. th-cam.com/video/KtW1ATB5-PE/w-d-xo.html Cheers, Tom
I'm trying to use the cylinder uw map to get the same effect of noise for a brake disc but can't seem to get the noise to create the circular pattern your getting?
Im getting a seam from the anistropy rotation where the black and white hit eachother. Does anyone know why? It doesn't appear on the videos model but sure enough is there on mine
When you put the cap in uv cylinder projection you are just getting a planar mapping, for that case scenario, nothing wrong with it but it can be confusing for some beginners you could've just selected the pan an use a planar mapping, assign a different uv channel and avoid all possible inconveniences, other than that great tutorial
I tried this today on a spinning saw blade but the anisotropic highlights were spinning with the blade. What do you do for animated objects so that the lighting doesn’t look baked in?
Sarah Connor Yes they would spin with the blade. You would have to use a bitmap instead of noise. You should be able to google brushed metal texture and find one quite easily, or you can make your own in photoshop. The other option is in the mapping channel of the noise you can make sure you set it to uvw and then it should stay mapped correctly. If you’ve done that already, then you would need to turn on motion blur so they render correctly.
Cliff burton Hi Cliff, I’m not sure how to help you with that. I’d suggest changing the cylinder to an edit poly and then placing it in an upright position and try resetting xform and the pivot and trying again. If you follow the tutorial it should work. Best, Tom
Great tutorial and the final result, however I'm struggling with step 2: doing UVW for the noise map in a concentric way. I'm testing it on a simple cylinder (the important part is roughly similar to your pan model) and when I disable capping on UVW Map modifier, the effect is (ironically) more resemblant to anisotropic reflections - lines go straight from the center point to the outer edge of my circle rather than around it...
update: I think I figured it out. The surface inside our circle cannot be perfectly flat. That means the cap point in the center has to be moved slightly even tiny bit (if there's more cap segments than 1 we can use Edit Poly with soft selection and move them at once along the middle vertex), and then we can the adjust height of our UVW Cylinder Gizmo to this very thin area covering the whole height of our surface. It kind of makes sense that gizmo is having trouble mapping the texture at 90 degrees angle, that's why the surface cannot be perfectly flat.
Same issue here, been banging my head against the wall trying to figure this out. I don't suppose you have any suggestions on how to do the same on a perfectly flat surface? I have tried setting up a radial blurred noise map in PS, but it doesn't tile so I can't control how fine the brush lines are.
Thank you for a most informative tutorial! By the way, I have a question I've been struggling with for some time: since metals actually have Fresnel reflections in real world, why do we have to turn it off? I've seen most people do that when creating metals. would you still turn it off if you wanted to assign it to cube with chamfered edges, for instance? Thank you!
Sure, you can do. You can take a look at some of my other tutorials where I cover two different ways to do it. Often I'll just turn if off and then put a falloff into the reflection slot. If I'm in a rush I just turn if off and adjust the colour to the colour I want - the difference between it being off and having a falloff is very minor.
For example in this tutorial I cover falloffs bit I have others where I also show it.
th-cam.com/video/KtW1ATB5-PE/w-d-xo.html
Cheers, Tom
awesome tutorial!!! thank you very much
thanks🙏🙏
wow this is really nice, thanks
I'm trying to use the cylinder uw map to get the same effect of noise for a brake disc but can't seem to get the noise to create the circular pattern your getting?
Hi Dave, okay. Could you upload your file and I'll take a look?
@@leonleon51 Hey Leon, sorry I've only just seen this. Where can I upload my test file? Thanks
@@davesturchcgi just messing around with this too, you might want to see my other comment under this video and see if that was also your problem.
Im getting a seam from the anistropy rotation where the black and white hit eachother. Does anyone know why? It doesn't appear on the videos model but sure enough is there on mine
Does anyone know how duplicate the mapping channel in rhino?, like in the 12:56 min
very good! Love ya!
When you put the cap in uv cylinder projection you are just getting a planar mapping, for that case scenario, nothing wrong with it but it can be confusing for some beginners you could've just selected the pan an use a planar mapping, assign a different uv channel and avoid all possible inconveniences, other than that great tutorial
Thank you soo mach!
I tried this today on a spinning saw blade but the anisotropic highlights were spinning with the blade. What do you do for animated objects so that the lighting doesn’t look baked in?
Sarah Connor Yes they would spin with the blade. You would have to use a bitmap instead of noise. You should be able to google brushed metal texture and find one quite easily, or you can make your own in photoshop. The other option is in the mapping channel of the noise you can make sure you set it to uvw and then it should stay mapped correctly. If you’ve done that already, then you would need to turn on motion blur so they render correctly.
Thanks, man
Nice tutorial! what if we want to colour it gold?
Hi Joshua, Then use this tutorial:
th-cam.com/video/saBsiySUS0Y/w-d-xo.html
And plug the colour into the reflection slot. :)
Hi, yes, do that or colour the noise map light and dark gold, instead of white and black.
leonleon51 thank you so much! :)
2:09
all i get is a bunch of bugs in my model. its a simple cylinder. dependin on how geometry looks like, i get diferent results.
Cliff burton Hi Cliff, I’m not sure how to help you with that. I’d suggest changing the cylinder to an edit poly and then placing it in an upright position and try resetting xform and the pivot and trying again. If you follow the tutorial it should work.
Best, Tom