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# Metallic Materials

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4 replies to this topic

### #1Marc477  Members

Posted 08 August 2014 - 09:12 PM

Hi, I would like to know if any of you could give me a hint on how to create matellic surfaces (I use OpenGL).

I tried a lot of things but I can't achieve to get something that looks like metal.

Result:

I'd like something less plastic and more metal, somthing like this:

Thank you if you have any idea of what technique I should try.

### #2Chris_F  Members

Posted 09 August 2014 - 12:19 AM

The only difference I see between the two is the environment map which is used.

### #3Nik02  Members

Posted 09 August 2014 - 12:20 AM

1: Try to use a background with more details in the "sky"; the gray looks flat, no matter what the reflectivity of the material is.

2: You have a light gray diffuse color in your geometry; darken it a lot, and use the contribution of the reflection map more (like 95%) or so.

3: Use the fresnel formula to calculate the mix between diffuse and reflection. This gives more reflection in the edges, and less in the center (depending on the angle between the view normal and geometry normal)

4: Adjust your specular power up to gain a little sharper highlights.

Edited by Nik02, 09 August 2014 - 12:24 AM.

Niko Suni

### #4Slidexx01  Members

Posted 09 August 2014 - 07:30 AM

Use Physically based rendering technique like UDK or Crytek.

### #5Samith  Members

Posted 09 August 2014 - 08:31 AM

The biggest difference I see between metallic surfaces and dielectric surfaces is that metallic surfaces will color the specular highlight, whereas dielectrics won't.

Take a look at a brass doorknob, the reflections are all tinted a brassy color.

So, try multiplying your specular highlights (this includes reflections from the environment map) by the color of your metal.

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