I
am working on another project for BigBoy Productions and I needed a
realistic gold texture with proper reflections but which doesnt take
eons to render. Years ago I once was very close to photorealistic gold
but unfortunately forgot a big deal about it. After playing around for
days I have finally a good solution which I will present you in this
tutorial.
Software used:
- 3D Studio MAX 6 (3dsmax)
- Brazil r/s V1.2.21 Plugin (Brazil)
Recommended Skills
- This tutorial is very basic and mainly for beginners starting with 3dsmax. So dont worry.
- You should only know how to create new objects in 3dsmax and have Brazil properly installed.
The Goal
- Creating a realistic looking gold texture within 3dsmax.
- Gaining basic knowledge about the Material Editor and Brazils rendering settings
- Optimizing the rendering process
1)
Start up 3dsmax and set the rendering engine to Brazil if it isnt your
default engine. If you already know how to do this you can continue
with 2)
1a) Open the render settings clicking this icon on the upper left or hit F10.
1b)
Now scroll down on where one bar reads Current Renderers (Renderer
zuweisen) and click it, so it expands. Scroll down until you can see
the three assigned renderers for Production, Material Editor and
ActiveShade. If all read Default Scanline Renderer you have to set
the Production rendering to Brazil.
1c)
Assuming you properly installed Brazil click on the dots next to
Production: and highlight Brazil r/s V1.2.21 in the pop-up
selection box and hit OK.
1d)
Notice that now also the Material Editors renderer is set to Brazil,
which is bad becase Brazil doesnt support it. So we have to change it
back to the Default Scanline Renderer.
1e)
Hit the yellow button depicting a closed lock just right of the
Material Editor. The icon should now show turn grey and view an open
lock - the renderer should change to Default Scanline Renderer. Check
the picture below to see if youve done it the right way. Dont mind
the German descriptions

1f) Close the Render Setting by clicking on its X-button in the very upper right.
2)
Now open the material editor via hitting M on your keyboard. If every
slot reads not supported its rendering is set to Brazil. In that case
continue at 1a).

3a)
Click the Standard (1) button and select Brazil Chrome (2) and hit
OK (3). Now weve got a pretty neat chrome material but not at all
golden. Note that a reflecting metal doesnt have a color itself, it
rather filters the reflected environment in a characterstic way so
forget all of the Gold Diffuse Textures you found on the web. Gold
only reflects the yellow and orange light of the spectrum.
3b) Rename the material from 01 Default to Gold or similar.
4)
Below, click the white rectangle right of Filter and a color-picker
palette should pop-up. Select a warm yellow tone. I used the following
settings: Red 255, Green 207, Blue 23. Click Close.

5)
The Glossy Reflection Control section. Fist of all, what does it
mean? Glossy reflection control determines how diffuse the reflection
on the material is. It takes a lot longer but looks more realistic if
turned on.

I
rendered the above samples on a 2GHz Intel Pentium M with 1GB of RAM in
highest quality with Global Illumination (GI) turned on. The little
stopwatches indicate the rendering time in minutes.
For
the gold-material I chose to keep the initial glossiness value of 80.
If you want it blurrier, decrease it, if you want it crisper, increase
it up to 100. In terms of rendering performance the glossiness value
doesnt really matter. Only if it is below 40 it slows everything down
a little.
Also
important for the rendering time is the sample rate. Initially it is
set to 10 which guarantees a pretty smooth surface but takes quite long
too. I chose a value of 4 this time but it depends: If the golden
object is very close to the camera, I would boost it up to 10 or even
13. If it was only in the background, a value of 2 or even 1 would be
sufficient.
Below
there are four enlarged examples of the cubes reflection with
different sampling rates of the glossy reflection control. Note that
the value in the stopwatches indicates the time it took to render the
whole image, not only the enlarged cutout. Glossiness Level was 50 in
all four examples.

Please
note: The graininess is also dependent on Brazils Image sampling rate
and last but not least the Global Illumination Shade rate. For a
detailed walkthrough see addendum A.
.