You are on page 1of 8

8 Metal

Making a great-looking metal is as simple as a click here. After applying a template you can change the color, shininess, reflection color,
bump mapping, etc. to make it look however you like. Remember that metals will look great in Twilight, but require high render quality
and may take a long time to render nicely. sing an !asy Render "etting with a #$% sign will bring nice results.
9 Brushed Metal
&ooking for a brushed stainless steel' &ook no further. Aluminum, or other brushed look metals can be based on these Templates.
Remember that metals will look great in Twilight, but require high render quality and may take a long time to render nicely. sing an
!asy Render "etting with a #$% sign will bring nice results. &ook also to the #Alternative(AA% methods in the !)press*Advanced Render
"ettings folder. +rogressive render settings will bring best results.
The key with many Templates is to use the "ketchp te)ture only in the bump channel.
To do this after applying the Brushed Metal Template>Aluminum to the
Cladding_Siding_White Sketchp Te!ture"
,. -lick the -hain &ink .utton to break the link of the "ketchp Te)ture /mage to
the Material -olor -hannel.
0. -lick the -hain &ink .utton to enable the link of the "ketchp Te)ture /mage to
the .ump -hannel.
1. -lick the Te)ture pull-down menu choice in the Material -olor -hannel and
choose #-olor% to remove the te)ture completely from the -olor -hannel.
2. 3ow the "ketchp image is driving the bump instead of the color.
4. Ad5ust the metal color further by changing it in the color channel, change the
shininess to 06 to make it even more 7brushed7 and matte-looking... maybe go even to 8.
9ou can also add a color to the reflection channel to create other types of metal. This
material will continue to remain physically accurate :obey the laws of physics;.
<or instance, use this method :without -lick-1; to create ceramic tiles by combining a
"ketchp -eramic Tile Material with a Twilight -eramic Template, or create concrete by
combining "ketchp7s -oncrete material with the Rough "tone Template, or "ketchp7s
=ood <looring by combining it with the "hiny +lastic Template.
.e sure to add a scratch map to your bump te)ture :create a seamless scratch map using
an e)ternal photo editor, or download a great one for free from the Twilight Render forum.;
This will give a more realistic looking .rushed Metal because the scratch look is not
added automatically. A scratch map looks something like this>
To create a #inc metal using the Brushed Metal Template
Apply the .rushed Metal Template*Aluminum, set the -olor to ?6@ grey, set "hininess to ,4.
Ver. 1.4.5 - slf
Back to Top
Twilight Render 2010
by: Twilight Render
10/13/10 - Date
33 of 55 - Page
Materials
To Create a $ood Brick Material %ith T%ilight Material Templates
<or bricks, start for e)ample by applying "ketchp7s #.rick(Rough(Aark% brick material in the
#.ricks and -ladding% "ketchp material category.
,. Apply Template #"tone*3atural% Template with Twilight7s Material Tool.
0. -lick the -hain &ink .utton ne)t to the .ump -hannel, this links the image of the brick to
the .ump -hannel, driving the #.umpiness% with the image of the bricks.
1. -heck the /nvert bo) ne)t to the .ump -hannel. /nverting the image makes the 5oints
appear darker than the brick which is essential for correct .ump Mapping in renderings.
2. To get a more 7bumpy7 effect, increase the #"iBe% number of the bump from #,% to #0% if still
not enough, increase it to #1%. .ump over #1% usually becomes distorted, not attractive.
4. -hange the #"hininess% from the default #06% to #8% to get a very subtle soft reflection.
"hininess lower than 8 generally will not give good results.
10 Fast*
These materials may be the place to turn when lower quality settings are required for speed. /f
using #Medium% settings, but the .rushed Metal requires higher setting, try #<ast Aluminum%
:modify color as desired;. /t will render much cleaner in that setting than the highest quality
metals will.
CThese material templates are by nature not physically #accurate% but are useful for many
artistic applications. /f you are e)periencing strange lighting artifacts in your renderings, be
sure to eliminate the use of any of these.
11 Light Emitter
Another way to create truly realistic light sources is with a &ight !mitting "urface :&!";. +aint
your surface with a color :white;, and apply the &ight !mitter template to that color to make it
shine. Remember that great light comes at a cost of render time and that higher quality render
settings are required. /t is recommended to use &!" only with progressive indoor rendering
methods. !ach light emitting rectangle is considered as two :rectangles are divided into
triangles during processing in order to be rendered with Twilight7s engine. Therefore turning a
sphere into a &ight !mitting "urface could result in Twilight7s engine thinking about hundreds of
little #lights%. se &ight !mitting surfaces wisely.
After applying the &ight !mitter Template you can see a new parameter appear called #!mitter%.
#<ake% makes it 7look7 lit, but it will not increase render times as it does not actually shine any
light when rendered with a non-progressive rendering method. <ake !mit is great for making a
quick-render TD screen material. Er good for inside of a light fi)ture where no actual light may
be shining. /nvisible makes it so that it will shine light, but not be visible in the rendering as the
light source. 9ou may also choose to load an /!" Aata <ile into a &ight !mitting Material with
this pull-down menu.
Ver. 1.4.5 - slf
Back to Top
Twilight Render 2010
by: Twilight Render
10/13/10 - Date
34 of 55 - Page
Materials
12 SubSurface Scattering
"ub"urface "cattering is the phenomena of light #scattering% alongFunderneath the
surface of a material causing a #glow% in some lighting conditions.
A good e)ample is a piece of translucent plastic covering a light fi)ture, 5ade stone,
or a wa) candle.
"ub"urface "cattering can require higher quality render settings to look
satisfactory. They will not show up correctly at all in !asy 6, +relim or !asy 60
&ow. sing an !asy #$% setting will give better results. sing +rogressive
Rendering methods will guarantee good results. !asy 6? will give the best results
only when using &ight !mitting "urfaces or GAR lighting. !asy ,6 will give the
best results in all lighting conditions. "ub"urface "cattering template will not
typically render correctly on a single face. The model must have a real-world
thickness and follow similar rules to modeling for using the Realistic Hlass
Template. Most importantly, the model must be a valid solid that is water-tight, and
be of accurate scale.
To use the SSS template"
,. Apply a "ketchp Material -olor to your model,
0. Apply an """ Template to that material.
1. "et Alpha Epacity and """ Aensity for the material as desired.
2. -hange color of material as desired. :/t is recommended to leave Reflection -olor set
to =hite;
4. .e sure lighting in the scene will display the "ub"urface "cattering property of the
material. Airect flat lighting of the ob5ect will not render this property well. 3ote the
back-lighting in the e)amples to the left.
Ver. 1.4.5 - slf
Back to Top
Twilight Render 2010
by: Twilight Render
10/13/10 - Date
35 of 55 - Page
Materials
Material Libraries
/f you can not seem to get what you want from the Templates, the material libraries can be a huge help.
There are several useful libraries installed by default with Twilight. Hems, Translucents, "ub"urface "cattering, /lluminants, and more.
These are libraries of materials that may be difficult to achieve any other way. They were created and provided by various contributing
artists and are usedFdistributed with permission for Twilight Render. Additional content for T%ilight such as Materials& Skies& and
Components can 'e found 'y (icensed sers in the )ed Carpet Clu' section of the T%ilight )ender ser *orum+
There are hundreds of high quality free materials available for free download from Ierkythea.net. sers of Ierkythea may also create
their own material libraries using Ierkythea, then either point Twilight to the Ierkythea Material &ibraries folder via the Twilight Eptions
Aialog, or copy a library folder from the Ierkythea Material &ibraries folder into the #..."ketchpJ+luginsJTwilightJMaterials% directory.
To install a material pack
To install a material pack downloaded from Ierkythea.net for use only with Twilight Render>
,. -hange the name of the file from #!)ample.mat.Bip% to be #!)ample.Bip%.
0. nBip the file into your #..."ketchpJ+luginsJTwilightJMaterials% directory.
1. Re-open "ketchp to see it in your &ibrary &ist.
Ver. 1.4.5 - slf
Back to Top
Twilight Render 2010
by: Twilight Render
10/13/10 - Date
3 of 55 - Page
Materials
Section 6: The Twilight Options Dialog
The Eptions <or Twilight dialog allows you to set various default background parameters and file paths for Twilight.
Directories and Files
"pecify here any directory :/.e. network directories; for Material &ibraries,
Material +review "cenes, and Rendering +resets by clicking the .rowse
.utton.
Dialogs
Reset all your dialog answers, or Restore or Reset all Aialogs to their
Aefault +ositions. "how the system log file :if having an an issue with
an error;. 9ou may -hoose different Themes for Twilight7s ser
/nterface.
Advanced
/f you prefer to specify the filename for your image every time before you
render,.choose it here.
About
Hives information about specific version of Twilight being used,
registered user information and other credits.
This is also where one may Request a &icense and /nstall a &icense.
/n order to create a license request>
,. +ush the Request &icense button.
0. "ave the generated file.
1. !mail the file to licensingKtwilightrender.com.
2. Then someone from Twilight Render &&-. based in .". Mountain Time Lone
will generate a license and email it back within 02 hours.
4. -opy the te)t of the license number from the email.
M. +ush the Activate Twilight button.
8. +aste the te)t of the license number on line provided.
N. -opy the Activation !mail address from the email.
?. +aste the te)t of the email address into the bo).
,6. -lick Ek.
Twilight Language
-hoose your language, close the dialog, close and re-open "ketchp.
Refer to your operating system help for correct language pack
installation.
Ver. 1.4.5 - slf
Back to Top
Twilight Render 2010
by: Twilight Render
10/13/10 - Date
3! of 55 - Page
Options
Section 7: Position Scene View Tool
The Position Scene View Frame
After clicking the +osition "cene Diew Tool, a ? square grid will appear.
This helps with framing a view using the #rule of thirds%, typically putting the
sub5ect at or near the crossing of the third points adds interest to the scene.
=hen the #The outer edges of the grid are the outer edges of precisely the
view that will be rendered.
Focal Point Center Axis
A secondary RedFHreenF.lue a)is of dashed lines will also appear in the scene to represent the center for the position of the <ocal +lane.
The <ocal +lane is an imaginary plane that is perpendicular to the camera and represents the distance of the camera7s focal point from
the camera7s lens. A camera7s focal point will always be on the Focal Plane in the center of the view. 3ow after choosing any point in
the view as the focal point, this a)is will update to show where that <ocal +lane actually is in 1A space.
Rotation / rbit o! the View
After clicking the +osition "cene Diew Tool, clicking on any point on any ob5ect in your scene and dragging the mouse will orbit the view
about that chosen point.
Pan the View
After clicking the +osition "cene Diew Tool, holding down the Shift key while clicking your mouse button and dragging will pan the view
on that chosen point.
Loo" Around #Swivel the Camera$
After clicking the +osition "cene Diew Tool, holding down the Alt key while clicking your mouse button and dragging will swivel the
camera as if it were on a tripod. :"imilar to "ketchp7s native #&ook Around% tool;
Focal Point
After clicking the +osition "cene Diew Tool, holding down the Ctrl key while left clicking a point in the view will align the <ocal +lane
represented by the camera7s <ocal +oint -enter A)is with that ob5ect in the scene without visibly changing the camera7s view in
"ketchp. Golding down the Alt , Ctrl keys while clicking on any point in the scene will actually swivel the camera to focus on that point
while setting that point as the new <ocal +oint for the camera.
Remember to create a new scene or update the current scene in order for "ketchp7s scene tab to #remember% your new focal point.
Ver. 1.4.5 - slf
Back to Top
Twilight Render 2010
by: Twilight Render
10/13/10 - Date
3" of 55 - Page
Scene View
Section 8: Reference
%atch Rendering
.atch Rendering is the process of Rendering Multiple Diews but only clicking the "tart Render button once.
To .atch Render with Twilight, utiliBe the Animation feature.
!)ample with 1 scenes to render, -amA, -am., -am-.
,. "et "ketchp7s Animation Transition Time in "econds to :,;. :=indow*Model /nfo*Animation;
0. "et "ketchp7s Animation "cene Aelay Time in "econds to :6;. :=indow*Model /nfo*Animation;
1. "pecify these settings in Twilight7s Render Aialog Animation Tab
"tartO:6;
"topO:0; :the easiest way to think of this number is #the number of transitions between scenes%;
"et <rame Rate to :,;fps
2. "pecify a .ase 3ame for the rendered image files.
4. Twilight will render 1 frames> <rame666 O -amA <rame 66, O -am. <rame660 O -am-
%ac"ground &mages n '%illboards( or a 'Plane( #Face$ &n
S"etch)*
This tip contributed by Miguel Lescano Cornejo
"ome people prefer to place a .ackground /mage directly on a face inside "ketchp.
Also, you might want to add images to TDs and computer screens. /n all these cases,
the inserted image needs to render e)actly as it is, without being affected by the sun,
sky, or lights in your scene.
The following setting works perfectly for -amera Tab !)posure "ettings>
!)posure O ,.6, Hamma O ,.6>
, - !)plode your image so it becomes a te)ture applied on a plane.
0 - /n the Twilight material editor, choose Templates * &ight !mitter, any of them
1 - "et the +ower :=Fm0; to -./.
2 - 3e)t to the light bulb, -hange !mitter * 3ormal to !mitter * <ake.
4 - nmark the P-ast shadowP checkbo).
Q 9our material settings should now look like this e)ample to the left.
/f you7re using a different !)posure value, use this simple formula to calculate the
power for your fake emitters> 0o%er for your fake emitter 1 -./2e!posure3
!)amples>
<or an e)posure value of 6.4, you must set your fake emitters to ,46F:6.4;R O M66.
<or an e)posure value of ,.0, you must set your fake emitters to ,46F:,.0;R O ,62.,M8
<or an e)posure value of 0, you must set your fake emitters to ,46F:0;R O 18.4
/n all cases, you need to keep a gamma of ,.6 if you want your images to render unaltered.
As a note, the Pno shadowsP and PfakeP settings do not work when using render setting !asy 6? or !asy ,6. These render methods do
not allow the 7faking7 of light effects.
Ver. 1.4.5 - slf
Back to Top
Twilight Render 2010
by: Twilight Render
10/13/10 - Date
3# of 55 - Page
Reference
%um* +a**ing and %um* +a*s
sing a .ump Map allows a render engine to use a Hrey "cale /mage to
create an illusion of geometry that is not actually there. .ump Maps do not
create geometry :i.e. displacement; .ump Maps only work on surfaces that
have some measure of reflectivity. They will not really be noticeable on a
flat colored surface.
.ump Maps work like this> 46@ Hrey O #no change% in appearance for the
height of the surface. AarkerO #in% or #down%, &ighter O #out% or #up%.
The easiest way to apply a .ump Map in Twilight is to first, apply a template
similar to what you are trying to create. /f it7s painted metal, use a #paint%
template. /f there is no template applied, increase the /ER number from the
default of #,% to be something higher, /.e. #,.,%. /f the /ER is not increased,
the bumps will not appear. "econd, click the -hain &ink button ne)t to the
.ump Map slot. This links the image of the material into the .ump Map
slot.
To assign a .ump Map in Twilight after assigning a Template>
,. -hoose #Te)ture% in the Material7s .ump "lot
0. .rowse to and load the .ump Map te)ture image.
1. "et the #"iBe% or #"trength% of the bump. A siBe of #,% or &ess is
appropriate for a good bump map. =hen linking the bump te)ture to the
"ketchp Material, it is suggested to keep this number to #1% or less.
/n the case of a .rick =all image, for e)ample, if the bricks are light and the mortar lines are dark, it will work well as a .ump Map. The
dark mortar will enhance the depth when in the .ump Map -hannel. /f the bricks are dark, and the mortar lines are light, using the 7invert7
check bo) for the .ump Map -hannel will allow you to quickly invert the lights and darks of the image in the .ump Map -hannel, making
the mortar lines recede #in% to the wall and the bricks bump #out%. This method works well in most cases, but in some cases, will not give
satisfactory results.
The best way to apply a .ump Map is to create a True .ump Map. A True .ump Map is actually made specifically with the .ump Map
-hannel characteristics in mind. :Aark O #inFdown% &ight O #outFup%; Epen the image file you want to use as a base for creating a .ump
Map into your preferred image editing program, such as Adobe +hotoshop. Auplicate the layer, turn it to grey scale, increase contrast,
and paint areas 46@ grey where you want no bump. +aint areas black where you want the deepest recesses, and vice versa. This was
done for the bump map for the =ood(.amboo(Medium flooring e)ample in the image above.
Ver. 1.4.5 - slf
Back to Top
Twilight Render 2010
by: Twilight Render
10/13/10 - Date
40 of 55 - Page
Reference

You might also like