Blender gold texture

Blender gold texture DEFAULT
This tutorial show you how to make a simple gold material with Blender 3D - version 2.79 .
The base of this tutorial come from this link.
Open a new scene and add your object. Select the render from Blender Render to Cycles Render from top of the Blender 3D software.
Create a new material click on Use Nodes button from Material tab.
The next step is to chose screen layout to Compositing.
You will see a Node Editor and set this to Shader to edit your material.
In this window you can change the material object from default Diffuse BSDF to new gold material. 
Use Shift A keys to search and add all you need to make the gold material.
This is the result of nodes for this material:

Gold Material for Cycles

Truly beautiful material.

I get no love for it, but, it's my reality. I use Linux. NVidia graphics are not well supported on linux.

I've got an Intel Graphics card.

I'm currently using Blender 2.79 (RC).

There's so much that can be done with the right setup. I'm using a laptop. Strike 2.

The example rendered in around ten minutes my PC.

That's just one image.

Say, I wanted everything the same. 360 degree rotation around the Z axis - 60 frames.

Ten minutes a frame. That's 600 minutes. Ten hours rendering time for a 60 frame rotation.

That's JUST the one object. Add more complexity and no doubt the time total goes up accordingly.

In addition to that, it would just be nice to have the same kind of point and click for common cycles presets as there is for matcaps under Blender Render. There are some that are just common enough it might be worth the time, certainly the effort to have something like that for Cycles.

People who have the computing power could then focus more on the details of their model. Tweak the settings of a preset to suit their needs. Maybe even start up a share site to build on the basics.

I stumbled across this looking for something quick and simple. Even a number of the videos on Youtube are a good ten to 20 minutes long on the process. Some, shorter, don't include all the details. Some I've tried to follow just don't work for me.

Downloading a blend or having access to the node tree would be nice. It takes the mistakes out of the process. Lot easier to see what's right, what works. Granted it's not the laborious learning process but, sometimes in learning it helps to have an example not just a process. For that your example helps.

Thank you.

Once it's correctly setup, it can be saved and applied in other projects - a template.

As I've said, yours gets it right. For me: ten minutes per frame - simple setup. 60 frame animation - ten hours.

A bit much.

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Blender 3D: Noob to Pro/Every Material Known to Man/Gold

Gold 1[edit | edit source]

One of the gold formulas.

Alpha: 1.0
Color: R=1.0 G=0.836 B=0.386
Reflectivity: 1.0
Specularity: 0.75
Hardness: 180
Translucency: 0.50
Ambient: 0.50
Emit: 0.300
Ray Mirror: 0.20
Depth: 2
Fresnel: 0.5
Fac(tor): 2.20

Gold 2[edit | edit source]

After several hours of experimenting, a beginner alchemist created this better alternative formula:

Col: R=1.00 G=0.88 B=0.25
Spe: R=1.00 G=1.00 B=1.00
Mir: R=1.00 G=0.88 B=0.25

A: 1.0

Mirror Transp
Ray Mirror: On
RayMir: 0.50

[Lambert] Ref: 1.0

[Phong] Spec: 2.0
Hard: 75

Amb: 0.043

Make sure you have "Ray" enabled (Scene (F10) > "Render" box > Ray) or else it won't reflect light.

Looks good with a Sun lamp as a light source

Gold 3[edit | edit source]

Gold 3 was mentioned as looking more like "Polished Brass" and was moved to the "Brass" Section.

Gold 4[edit | edit source]

This is also kind of like brass, somewhat old and worn. To tweak it more you could add a brownish color or make the specularity more reddish.

"Material" tab
Color: R 1, G .954, B .392

"Shaders" tab
Reflectivity (Lambert): .843
Specularity (Blinn): .5
Hardness(Blinn): 16
Refr (I think this value is "refraction") (Blinn): 5.575
Translucency: .26
Ambience: .183
Emit .072

"Mirror Transp"' Options:
Raymir: enabled, .07

"Map To" tab
Nor: enabled, .50

"Texture" Window
Texture Type: Clouds

"Color" tab
Right Side Color: R .915, G .876, B .394
Left Side Color: Black
Left Side Alpha: 0

By left/rightside I mean the colors and alpha located on these two parts of the nodes window. Image shown here: Toolbar.jpg

Gold 5[edit | edit source]

Based on material "Gold 3" with some tweaks to be done to make this material look more goldish. Base setup is taken from the release Notes ([1]).

You should to take this material as a base and study thoroughly how textures are set up, because without them it loses 50 percent of its convincing look.

Col: R=0.912 G=0.782 B=0.082
Spe: R=1.00 G=0.913 B=0.8
Mir: R=0.857 G=0.90 B=0.70

A: 1.0

Mirror Transp
Ray Mirror: On
RayMir: 0.40

Blender 3D rendering of gold ingots using the Gold 5 method.

Diffuse Shader:
[Oren Nayar] Ref: 0.8
Rough: 0.9
Specular Shader:
[Phong] Spec: 1.4
Hard: 20

From those structure textures (voronoi) I suggest to suppress normal-mapped to the range 0.1-0.3.

Gold 6
This is a nice gold material I found online.

Diffuse Color: Red=.286; Green=.263; Blue=.136
Specular Color: Red=1; Green=.96; Blue=.656
Mirror Color: Red=.751; Green=.664; Blue=.289
Alpha: 1

Ray Mirror is on and is set to 1.00.

Golden orb using the Gold 6 method

Diffuse (Lambert): .54
Specular (CookTorr): 1.86
Specular Hardness is 356.

Gold 7[edit | edit source]

Using Blender 2.62 and the Cycles Render, I built this image showing the different settings

Fixed gold color: E5BF65
Material Surface: Glossy, Transparent Glossy, Translucent Glossy, Velvet Glossy, Diffuse Glossy, Diffuse

Gold 7 - using Blender 2.62 and the Cycles Render
Procedural Nodes (part 47) - Procedural Gold Metal in Blender


Gold texture blender


[2.8] Gold, Silver and Bronze Shaders in EEVEE, Blender Tutorial


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