09.30TUTORIAL: Creating a Chrome Metal with Great Reflections using a Sky Object and HDRI

Chrome text, chrome logos, chrome, chrome, chrome… everybody wants some bling bling. What makes metallic textures look so good? Reflections. Reflections are easy if you have some text floating in a complete modelled environment.  What if you want some chrome text as an element to bring back into AE for a composite? Here’s a beginner/intermediate tutorial to show you how you to make it quickly…
Step 01
Start with some basic text like this (I created my text using a MoGraph Text Object and a Random Effector).

Step 02
You can use your own custom material, but starting with a preset from the Content Gallery is not a bad place to start. I’m going to start with metal006 from the basic folder.

Here’s what our text looks like now. Not really what were looking for. Why does it look like this? It has nothing to reflect… (think about what a mirror looks like in a pitch black room).

Step 03
We add a Sky Object to our scene. A sky object is an infinitely large sphere,
whose center is the origin of the world coordinate system. Perfect for making reflections.

And now here’s what it looks like. Again, not what we’re looking for. Why? It has only has our white sky object to reflect.

Step 04
Back to the Content Browser. This time we’re going to take a material preset from the HDRI folder. (These were a new edition to C4D with version 11, and a great addition at that. If you would like to read about what exactly an HDRI map is, read on here.)

We’ll take that material preset and apply it to the Sky Object. Now we have something that looks like this. A lot closer to what we want, but all I want is our chrome letters, not that big wierld looking room behind it.

Step 05
To make the Sky Object not appear in the render, but still appear in the reflections of our text, we will use a Compositing Tag. Right Click on the Sky Object in the Object Manager to find it. The Compositing Tag is one of the most useful C4D tags out there (I suggest reading about it at some point).

In the settings we’ll uncheck Cast Shadows, Receive Shadows, and Seen by Camera (make sure that Seen by Transparency, Refraction and Reflection remain checked).

Now we’re almost there except for some finishing touches.

NOTE: These last steps are where you are going to be able to customize your chrome texture the most. The right combinations of options to the shader is what separates professional looking chrome from ugly hobbist chrome. (Remember LESS IS MORE, you should tone down and modify almost every procedural texture you apply to your shader.) All this being said, here’s a couple of things to start with…
Step 06
Add a Fresnel (pronounced: FER-NELL) texture to the Reflection channel. I normally tone down the gradient from it’s 100% black to 100% white starting setting. This will help to tone down our reflections a bit and offer some variation in the amount of reflection over the text. Also, turn the blurriness up a few percentage points to blur the reflections coming off our text.


Step 07
Activate the Bump channel and add a Noise texture to it. Pick the noise type that you like, and lower the Global Scale to something small. We just want to have very small variations on the surface of the metal to help break up the reflections.

Now we have something like this. A little TOO MUCH bumpyness on the text.

So we’ll go back to the bump channel and take the Strength down to 1% or so.

And we’ll get something like this.

Render out with an alpha channel and bada-bing… There some bling bling for your graphic.
You can download my ChromeWithHDRI.c4d file here.
Did I not explain something clearly enough? Leave a comment. Did this tutorial raise an question you’d like to ask? Leave a comment. Like the tutorial? Leave a comment.
I hope this was helpful.

I can’t download the scene file. Looks like it’s not linked correctly or something. Thanks for the tutorial though!
October 28th, 2009 at 12:44 pm
thanx – quite helpful
November 19th, 2009 at 11:08 pm
Sorry about that… the link to the file is updated.
November 20th, 2009 at 1:46 am
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November 28th, 2009 at 5:54 am
Loud & Clear, Amazing tut I could say it is the most explained. Thank you.
December 7th, 2009 at 4:07 pm
Great tutorial! Thanks for sharing.
I made my text from an illustrator file and the face of the text doesn’t get affected by the noise – only the edges. How could I affect the face too?
January 28th, 2010 at 11:28 pm
you probably have the texture mapped to the UVW coordinates set… select the texture tag and set the mapping to “cubic”.
January 31st, 2010 at 10:21 am
Hi there,
I load the material preset from the HDRi folder but it looks very blurry and not the same size as the image in the tutorial, do I need to adjust it and if so how woiuld I do that?
thanks
Gurps
February 7th, 2010 at 11:42 am
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March 17th, 2010 at 6:49 am
A lot of hdri maps are a bit blurry. Some are only meant as reflecion maps. If you’d like to find different hdri maps to use… Try going to http://debevec.org
May 26th, 2010 at 12:50 pm
Very Very Helpful my man thanx so much
July 13th, 2010 at 5:57 pm
Simple straightforward tut. Helped a lot. Many Thanks
July 20th, 2010 at 1:52 am