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I've been searching a bit for the perfect material testing scene, so I'm curious, what are some of the most important elements in a material testing scene?

TARDIS Maker
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  • It depends on your needs, but in general I would suggest use a shaderball scene: http://blender.stackexchange.com/questions/21807/cycles-advanced-shader-ball, in use: http://blender.stackexchange.com/questions/23913/how-to-create-a-mirror-shader – p2or Aug 07 '15 at 12:45

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  • Make sure you have correct neutral lighting (a diffuse grey (50%) sphere should render as diffuse grey (50%)).
  • You need some reflectors to judge reflections.
  • Maybe you should have an object with a stepped thickness so that you can see how refraction behaves.
  • You could also setup additional renderlayers with different lighting situations.
  • Maybe a grid on the floor to get the scale right (cm, dm, m)?
  • A McBeth chart of some sort?
  • A diffuse and a reflective sphere for reference in some corner?

I think SHED have some nice examples in their blog somewhere...

knekke
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  • Not really what I was looking for. Could you be a bit more specific? Also, if you're going to link to a blog, could you link to a specific article? I just don't think it's good to link to a blog and expect someone to actually go through it to try to find something that they don't even know the name of. – TARDIS Maker Aug 06 '15 at 18:43
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    So what is it then you are looking for? More specific on what? As for the blog, I just seem to remember that they show some pictures where they test their shaded models in hdri environments. Sorry I don't have the time right now to look it up for you. – knekke Aug 07 '15 at 12:33
  • I was thinking a bit more information for each of your points, but at this point I think it's good enough. – TARDIS Maker Aug 26 '15 at 17:10