There are different ways, for most of the cases we will use planar or box. But most of the material color is made from the dark color we gave it. This may be a bit impractical to do. What we really have is a dark reflective material that has a bit of a rock texture on it 25%. But how do we get blurred reflections like the brushed chrome on the photos? Glossiness in Rhino defines how smooth the surface is… in a way… so rough surfaces like rough stones should have very low Gloss finish, while polished surfaces should have high. That means we can set up following proportion remember high-school math? All this in a video: How Do We Know The Map Size? This will add some reflectivity to both stones, and bump map to our Travertine Tiles: Now we can hit the final render… Note the reflections on stone materials: That was not bad for such a limited rendering engine.
Set Material Color First what we want to do is change material name 1 , call it Marble. If we look at the photo, we see that basically 2 tiles horizontally almost covers entire pool but not quite so , while 3 tiles vertically is exactly the height of the wall. This will select all objects that belong this layer. Among other things, waves will distort the reflection!. You can forget about this for now. Same as water… Very high. Click on the top corner where two walls meet using Object Snap.
Reflectivity defines how much reflection will material show. Yes, but we can save us a lot of time if we really just looked at the photo, without knowing what water is. Using Materials In Rhino For now, all objects in Rhino are rendered in a default light gray material. But in this image, the glass is not that visible, anyway. I turned off the light representing the Sun so that we could focus better on the quality of materials. Use Object Snap for that! Color Diffuse texture is the basic texture of a material, the one that gives it a color or a color pattern. What Do Textures Look Like? This is the map, 3×3 tiles: From another photo, we can assume the height of the map should be the same size as the height of the wall, which is 3.
Now in Repeat, put 0. Also lower down the bump to some 10% to avoid water being too disturbing. This scene is set up so that all objects are assigned material by Layer, which is a recommended practice that makes scene organization better. We can enter following in the command line: r-4,-4,0 This means that our box will have width and height of 4m. Our texture has size of 1817 x 835px check Image Size in Photoshop. Textures are always frontal views, without perspective, of a surface that has that material applied.
So the render finally shows elegant black line as the contact between the marble and the water: Create Chrome Metal Yes, the one for the window frames Win Frame layer. Textures or texture maps, or maps are the images we put on the 3d models so that they appear realistic. I mean, we can try to simulate brushed chrome, by adding a very small bump map, which is what really happens with brushed materials in real life: the microscopic irregularities make a blurred reflections on my MacBook brushed aluminium sorface, for example. This is how Box Mapping works. Also note other properties in this panel, especially the size of the box we just specified arrow 2. Now before you go on, a slight digression, to explain you what a Box Map is.
We can blur these in Photoshop, if really necessary… Glass Glass is usually the most difficult material to simulate because of its peculiar characteristics, as well as great variety of different glasses. You will now be asked to select a material file to use. This is because I noted on the photo that the floor tiles are smaller than the wall ones, and simply without any calculations decided they need to be half a size of the wall one. If we now try to render our Statue view, we will get to see our new materials making quite a positive impact on the realism of the image: Now probably the biggest improvement could be made by adding water! Why does this look so distorted?!?! Well, take a look at our texture left , and the photo right. Cool, so now that we assigned the Color texture to our material, we should see this texture on our wall. Also you should always be searching for better textures online, as well as take your own photos to make textures.
Glass material is in the Transparent folder Easy, right? I highlighted that in yellow. Add as a Color Texture: pebbles. We will notice that all fields in Material column are empty, which means no Layer have been assigned any material yet hence, the default rhino material that we see now. A new window will open, that will show the Default Material that this layer uses. Usually in more advanced rendering packages these values refer to something that is really nature-like and can be controlled with great accuracy.
More about this — in a moment. This tutorial will focus on showing how to make almost realistic materials in Rhino, without use of any dedicated rendering plug-ins. We can change here the size, repeat, even rotation of the map. . .