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

Gold 1
One of the gold formulas.



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:



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.

"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:

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.



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



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.



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