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Thread: How can I create my own verified materials?

  1. #1
    Join Date
    Aug 2015
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    near Cologne, Germany
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    Question How can I create my own verified materials?

    Hey ,

    I'm learning to create mdl materials because I need some that are not included in the vMaterials library.

    "They're designed and verified by NVIDIA Material Specialists for accuracy, control, and consistency, giving you a quick and reliable way to add realistic materials to your designs." - http://www.nvidia.com/object/vmaterials.html

    How do the NVIDIA Material Specialists verify materials? I really like the concept of digital prototyping so I want my materials to be accurate too. I also thought about scanned materials but I have no chance to do this. Is there another way to create 100% accurate materials myself?

  2. #2
    Join Date
    Nov 2015
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    16

    Default

    Quote Originally Posted by Jon View Post
    Hey ,

    I'm learning to create mdl materials because I need some that are not included in the vMaterials library.

    "They're designed and verified by NVIDIA Material Specialists for accuracy, control, and consistency, giving you a quick and reliable way to add realistic materials to your designs." - http://www.nvidia.com/object/vmaterials.html

    How do the NVIDIA Material Specialists verify materials? I really like the concept of digital prototyping so I want my materials to be accurate too. I also thought about scanned materials but I have no chance to do this. Is there another way to create 100% accurate materials myself?
    Certainly! vMaterials are peer reviewed. However, we make sure the vMaterial reacts the same as the physical sample in different types of lighting and light angles. The best scenario is to have a physical lightbox or lighting set up that has been recreated in your 3D application. As you probably already know, different lighting can completely change how a material appears. Therefore, the more lighting scenarios we test them in and ensure their behavior matches, then the more accurate and consistent our result.

    After they are created, the vMaterials are reviewed by fellow artists to minimize personal eye bias as much as possible. Some of our physical samples provide information from the manufacter such as the types of coats used, depth of bump, how it was created, etc and this helps us as well.

    Another big thing that we spent some time on while creating our vMaterials is seeing how the physical sample was created in the first place. For instance a simple example would be, if a metal was first brushed, then coated with a blue tint, and then has another clear coat on top, then we recreate the vMaterial in the same manner.

    Even scanned materials at times still require some type of artist input to prevent tiling, among other things, and is limited by the size of the sample, translucency, etc.
    As a service option: http://www.xrite.com/categories/Appe...m/tac-services

    I hope this helped answer your vMaterials creation question!

    -DJ

  3. #3
    Join Date
    Aug 2015
    Location
    near Cologne, Germany
    Posts
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    Default

    Thanks for your answer
    But how do I start when I want to create a new MDL material for example aluminium like apple uses it http://red-dot.de/pd/wp-content/uplo...635-2015-3.jpg ?

    So how do I get it done to create a material that looks 100% like this silver aluminium?
    It would be awesome if there were some webinars about creating mdl materials.

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