Blender 3D: Noob to Pro/Every Material Known to Man/Gold

      Gold 1

      One of the gold formulas.

      Gold

      Alpha: 1.0
      Color: R=1.0 G=0.836 B=0.386
      Reflectivity: 1.0
      Specularity: 0.75
      Hardness: 180
      Translucency: 0.50
      Ambient: 0.50
      Emit: 0.300
      Raytracing
      Ray Mirror: 0.20
      Depth: 2
      Fresnel: 0.5
      Fac(tor): 2.20

      Gold 2

      After several hours of experimenting, a beginner alchemist created this better alternative formula:

      Gold

      Material
      Col: R=1.00 G=0.88 B=0.25
      Spe: R=1.00 G=1.00 B=1.00
      Mir: R=1.00 G=0.88 B=0.25

      A: 1.0


      Mirror Transp
      Ray Mirror: On
      RayMir: 0.50


      Shaders
      [Lambert] Ref: 1.0

      [Phong] Spec: 2.0
      Hard: 75

      Amb: 0.043


      Make sure you have "Ray" enabled (Scene (F10) > "Render" box > Ray) or else it won't reflect light.

      Looks good with a Sun lamp as a light source

      Gold 3

      Gold 3 was mentioned as looking more like "Polished Brass" and was moved to the "Brass" Section.

      Gold 4

      This is also kind of like brass, somewhat old and worn. To tweak it more you could add a brownish color or make the specularity more reddish.

      Gold: Click to enlarge

      "Material" tab
      Color: R 1, G .954, B .392

      "Shaders" tab
      Reflectivity (Lambert): .843
      Specularity (Blinn): .5
      Hardness(Blinn): 16
      Refr (I think this value is "refraction") (Blinn): 5.575
      Translucency: .26
      Ambience: .183
      Emit .072

      "Mirror Transp"' Options:
      Raymir: enabled, .07


      "Map To" tab
      Nor: enabled, .50

      "Texture" Window
      Texture Type: Clouds

      "Color" tab
      Right Side Color: R .915, G .876, B .394
      Left Side Color: Black
      Left Side Alpha: 0

      By left/rightside I mean the colors and alpha located on these two parts of the nodes window. Image shown here: Toolbar.jpg

      Gold 5

      Based on material "Gold 3" with some tweaks to be done to make this material look more goldish. Base setup is taken from the release Notes ([1]).

      Gold

      You should to take this material as a base and study thoroughly how textures are set up, because without them it loses 50 percent of its convincing look.

      Material
      Col: R=0.912 G=0.782 B=0.082
      Spe: R=1.00 G=0.913 B=0.8
      Mir: R=0.857 G=0.90 B=0.70

      A: 1.0


      Mirror Transp
      Ray Mirror: On
      RayMir: 0.40

      Blender 3D rendering of gold ingots using the Gold 5 method.

      Shaders
      Diffuse Shader:
      [Oren Nayar] Ref: 0.8
      Rough: 0.9
      Specular Shader:
      [Phong] Spec: 1.4
      Hard: 20

      From those structure textures (voronoi) I suggest to suppress normal-mapped to the range 0.1-0.3.

      Gold 6
      This is a nice gold material I found online.

      Material
      Diffuse Color: Red=.286; Green=.263; Blue=.136
      Specular Color: Red=1; Green=.96; Blue=.656
      Mirror Color: Red=.751; Green=.664; Blue=.289
      Alpha: 1

      Mirror/Transparency
      Ray Mirror is on and is set to 1.00.

      Golden orb using the Gold 6 method

      Shaders
      Diffuse (Lambert): .54
      Specular (CookTorr): 1.86
      Specular Hardness is 356.








      Gold 7

      Using Blender 2.62 and the Cycles Render, I built this image showing the different settings

      Fixed gold color: E5BF65
      Material Surface: Glossy, Transparent Glossy, Translucent Glossy, Velvet Glossy, Diffuse Glossy, Diffuse

      Gold 7 - using Blender 2.62 and the Cycles Render


      Last modified on 18 January 2013, at 22:28