Gold Material
By Neil Blevins
Created On: Oct 17th
2007
Updated On: May 17th 2009
Here's a tutorial on how to create a gold material in a number of
different ways for 3dstudio max, although the theory will work for any
renderer. I highly recommend reading my Metals
and
Reflections tutorial first, as it will discuss what a diffuse
reflection is, a specular reflection is, how a specular reflection and
a "reflection" relate to each other, etc.
Also, before reading this page, you must read my Chrome Material
lesson. Gold is really chrome with gold colored reflections, so this
page will only contain the info necessary to turn the chrome materials
on that page into gold.


Polished Raytraced Gold
The basic ingredients are as follows:
- No Diffuse (Black Diffuse)
- Fresnel Reflections, IOR between 8 and 20
- The reflections are tinted gold, I picked the color RGB
185, 148, 69

Here's the max file that made the image above, max5, brazil
rio: polished_raytrace_gold.zip
The first material in the file is a Brazil Advanced Material. Set
the diffuse
to Black. Add a falloff map to the reflect slot, set to fresnel, check
the Override Material IOR checkbox, give it an IOR of 20. Set the
colors in the falloff map to RGB 185, 148, 69. Turn off
specular highlight if
you want to use real raytraced reflections only and not light the scene
with specular lights.
If you do want specular highlights,
make sure to
tint them the same gold color (remember, specular highlights are really
faked reflections, so both the reflections and highlight should have
the same color).
The second uses the Brazil Chrome Material. These materials are
quite similar. The Chrome Material automatically has no diffuse, turn
the reflections on, note that
there's no IOR control, this material will be 100% reflective. While an
IOR of 20 is ALMOST perfectly reflective, it's not completely, and so
you'll notice a little of the black diffuse color peaking through on
the Brazil Advanced Material. This material has none of that. Set the
Filter Color to RGB 185, 148, 69. Turn off
specular highlight if
you want to use real raytraced reflections only and not light the scene
with specular lights. Note: the advantage of using the chrome material
is that it's more optimized than the Advanced material (since it's been
specifically written only for chrome), so it'll render faster. The
disadvantage is that if you want to add a little diffuse back to your
material, you can't, hence I would generally recommend using the
Advanced Material since it's more flexible, but the choice is yours.
Remember, half of what makes a material
look like a particular material is the environment it's in.
A wise man said reflections only look as good as the environment the
object
is reflecting, keep that in mind. For this scene, I have a a smooth
gradient from white (low) to black (high). I also have a few self
illuminated white cards near the camera to appear in reflections.
These
cards have an output map in the diffuse slot, and a higher then 1 RGB
level,
which blows out the cards to values above white, making them appear
brighter
in reflections.
Blurry Raytraced Gold
The basic ingredients are as follows:
- No Diffuse (Black Diffuse)
- Blurred Fresnel Reflections, IOR between 8 and 20
- The reflections are tinted gold, I picked the color RGB
185, 148, 69

Here's the max file that made the image above, max5, brazil
rio: blurry_raytraced_gold.zip
Identical to the polished gold above, except I turned on Brazil's
Glossy Reflection Control, and set the Glossiness to 60. Now the
reflections will be blurred. Play with the Max Error value to find the
perfect balance between speed and image quality.
Blurry Environment Mapped
Gold
The basic ingredients are as follows:
- No Diffuse (Black Diffuse)
- Environment Map
- Fresnel Reflections, IOR between 8 and 20, attenuated by a
Shadow/Light Map
- The reflections are tinted gold, I picked the color RGB
185, 148, 69

Here's the max file that made the image above, max5. It contains both a
material for use with Brazil rio, and a raytrace material version for
those of
you who are using the scanline renderer in max: blurry_envmapped_gold.zip Note that in the scene I used a raytrace
material, but even though
the name is raytrace, you can set it to not raytrace, and use an
environment map instead. Just wanted to reiterate that a raytrace
material doesn't always have to raytrace.
Blurry Environment Mapped
and Raytraced Gold
The basic ingredients are as follows:
- No Diffuse (Black Diffuse)
- Environment Map and Raytracing
- Blurred Fresnel Reflections, IOR between 8 and 20, attenuated by
a
Shadow/Light map
- The reflections are tinted gold, I picked the color RGB
185, 148, 69

Here's the max file that made the image above, max5, brazil
rio: blurry_env_ray_gold.zip
Here's the deluxe model, it contains an environment map AND raytracing.
The idea being that objects in your scene will be reflected, however,
you don't have to build an entire environment for your objects, you can
replace any part of your scene that doesn't have actual geometry with
an environment map. I use this quite a lot, it's sort of the best of
both worlds, so I can build whatever I need to of my environment, have
that reflected, and then have the rest taken care of with an
environment map.
The same settings as above, except make sure the Mode is set to
Raytrace.

With raytrace set, it will both raytrace, and if you have something in
your environment map slot, it will also do environment mapping. If the
slot is empty, it will only raytrace. And make sure you have the 2
falloff setup, since you don't want your environment map glowing.
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