1
$\begingroup$

Modeling a Nintendo Controller. The label is rough and reflective, here's an image of it...

Nintendo Controller Black Label Reference

Looks to me like if you ran your fingernails over the black part it would be bumpy so that's what I am trying to achieve. I figured my NOISE texture node into a NORMAL MAP node would have given some results but nothing... I'm not seeing what I'm NOT doing right...

enter image description here

The .Blend file is here...

.Blend file of Nintendo Controller

Is it legal to also ask how I could have made the mesh topology better in the same question? How the heck did I get to over a million faces!?!

Answered by @Rich Sedman, draft result (needs some tweaking):

enter image description here

$\endgroup$
  • $\begingroup$ Noise into a Normal Map is a bad idea - it won’t be generating ‘correct’ normals but randomly oriented ones that aren’t even ‘Normal’ (unit length). Try using a Bump node, driven from the Fac output of the Noise, rather than Color. $\endgroup$ – Rich Sedman Mar 27 '18 at 20:40
  • $\begingroup$ Hrm this didn't seem to make a difference. Is it maybe because the color of my "decal" is pure black without reflection and it can't be seen maybe? $\endgroup$ – Pete Lozzi Mar 27 '18 at 20:55
  • 1
    $\begingroup$ Yeah - I was about to mention that - just noticed the same. It’s essentially pure black diffuse with 100% roughness. It’s basically just going to show black. Reduce the roughness to zero (can always turn it back up again once you’ve got the bumps showing) and add some specular. $\endgroup$ – Rich Sedman Mar 27 '18 at 20:58
1
$\begingroup$

The Principled Shader is configured with 100% roughness for pure black diffuse with no specular. This will basically produce black regardless of the angle of the incoming light - the 100% roughness on the black surface will basically kill all bumps and textures and simply render as black.

To address this reduce the Roughness and add some Specular to provide some shine to the bumps.

In addition, the Noise fed directly into the Normal Map will be producing incorrect normals (the output of the noise is not a proper basis for a normal map - it will be in a random direction (so may point ‘inwards’) and it’s length will not be 1). Better to feed the Fac of the Noise into a Bump node instead, to generate the surface normal.

$\endgroup$
  • $\begingroup$ No worries - glad to help. $\endgroup$ – Rich Sedman Mar 27 '18 at 21:14

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.