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Shiny Chrome Things

I'm sick of the "Fractal Reflections" look. How do I make realistic chrome?

First let's think about why the Fractal Reflections image looks fake. The Reflection Image effect is also called Environment Mapping. That means it's supposed to simulate reflections of the Environment. If the Reflection Image looks a lot like the environment, the effect is very realistic. But Fractal Reflections looks kind of like clouds or smoke. It would only look real if the object were sitting in some, well, clouds or smoke!

What happens if I don't have a reflection image that looks like my scene?

You have two options. You can make your own reflection image, or you can use raytracing.

Visit Eki's page for tips and tools for generating your own reflection maps.

Image mapping is intended primarily to be a time-saver because it renders faster than raytracing. It's also used in rotoscoping (compositing animation with real footage) like in Terminator 2 when the shiny metal guy is running and you can see the background reflecting off him. For anything else, raytracing is far more realistic if you have the render time.

Note that since LightWave 5.5, you can mix reflection images with your raytraced reflections. This can be used for more stylized reflection effects if you have a nice reflection image, or to combine raytracing with rotoscoping.

One possible effect is using a blurry reflection map, as in this image. The sphere on the right has a blurry map, higher diffuse and specularity to make it appear unpolished.

So what would a decent metal surface be?

Let's take that dagger object that comes with Lightwave. Here are some steps to follow to make it look shiny and sharp.

DaggerBlade Surface:

  • Luminosity = 0%
  • Diffuse = 0%
  • Specularity = 130%
  • Medium glossiness (High looks like ceramic)
  • Get rid of the reflection image
  • Reflectivity = 60%
  • Smoothing On

DaggerPommel and DaggerHilt Surfaces:

  • Luminosity = 0%
  • Diffuse = 12% (It's duller metal than the blade)
  • Specularity = 100%
  • Medium glossiness (again, duller metal)
  • Get rid of the reflection image
  • Reflectivity = 60%
  • Smoothing On

DaggerHandle Surface:

  • Diffuse = 50% (With Marble texture set at 25%)

The Scene:

Remember this: If you want reflective objects to look real, you have to give them something to reflect!

  • Stick a lot of lights above and around the object, as if lighting a movie set. Six is enough. For some excellent tips on lighting by Andrew Weiler, visit here. Another excellent lighting tutorial, by Amaan Akram, is here.
  • Add some kind of a backgound. Actual objects work best, like a desk or a table in a room with walls and a cieling and light fixtures and stuff, but a gradient will do for test purposes.

Summary:

  • Choose raytracing over reflection images if you have the render time.
  • Alternatively, combine reflection maps with raytracing.
  • Use plenty of lights. Not too many lights though.
  • Build a set. If you put the object in a realistic setting, it's more likely to look real too.
  • Remember to turn on Trace Reflections whenever time permits.

Now go make some shiny things! - GLYPH