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Weathered material help
David Anderson
www.DavidAnderson.tv
Software:
Windows 10 Pro
3ds Max 2024.2.1 Update
V-Ray GPU 6 Update 2.1
Hardware:
Puget Systems TRX40 EATX
AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
2X NVIDIA GeForce RTX 3090
128GB RAMTags: None
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I never did it myself but I guess it should include a dirt map somewhere in the process
You should read this article from Neil http://www.neilblevins.com/cg_educat...usion_rust.htm
It's for rust but the idea is the same. His other articles are also really precious because he always tries multiple workflows to achieve a result and updates frequently with the latest tachnologies http://www.neilblevins.com/cg_educat..._education.htm
And you can thank him here cuz he's a regular visitor of this forumLast edited by Pixelab; 05-01-2016, 10:04 AM.
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VrayBlend with 2 layers:
1 your black, patinated, low reflection metal
2 shiny brass
Blend amount mask = vraydirt, invert normals on, white as occluded color and black as unoccluded. Adjust dirt radius and falloff, run the dirtmap through output map to tweak the intensity with output curve.
All there is to it
If you want to go the extra mile, use some noise for dirt radius. Maybe throw the whole mask in a composite map and add some more random light wear areas on top, so it's not just on edges.
You could also give curvaturemap a try instead of vraydirt, might work better or worse depending on your particular object's geometry.Last edited by viscorbel; 05-01-2016, 12:38 PM.
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As pixelab said check out neil blevins but also
You should read this article from Viscorbel http://viscorbel.com/rusty-painted-metal-material-vray/
It's for rust but the idea is the same. His other articles are also really precious because he always tries multiple workflows to achieve a result and updates frequently with the latest tachnologies http://viscorbel.com/free-tutorials
And you can thank him here cuz he's a regular visitor of this forum
Thanks Viscorbel your tutorials are great.
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Thanks for the information, viscorbel. Two points of clarification:
1) In the VrayBlend, I would leave the base material set to "none".
2) For the Blend amount, do I need to set that for both 1 and 2?
I discovered that VrayBlend and Siger Shaders do not work together. Crashes every time! I guess I'll have to make my own base materials of which I wish I could say I was more proficient at.
DaveDavid Anderson
www.DavidAnderson.tv
Software:
Windows 10 Pro
3ds Max 2024.2.1 Update
V-Ray GPU 6 Update 2.1
Hardware:
Puget Systems TRX40 EATX
AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
2X NVIDIA GeForce RTX 3090
128GB RAM
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Actually, you should use the first layer in the base slot and the second in the first coat slot.
The mask is needed to show vray where the shiny metal will be visible, so use it for that layer.
One more tip. This type of blended material might need some bump that looks the same way across the 2 different layers - you can put the vrayblend material inside a vraybumpmtl and assign the bump from there.
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Originally posted by Streetwise View PostI discovered that VrayBlend and Siger Shaders do not work together. Crashes every time!..
Dave
Material in your reference is very simple and can be created in several methods. Also you can create as single layer material (play with compositing maps in reflection/reflection glossiness, diffuse, bump...). Basic material in this principle you can find in VMPPmax metal>Special Finishes>Oil Rubbed Venetian Bronze
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Best way - VRayBlend.Last edited by Siger; 06-01-2016, 10:02 AM.
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Originally posted by Siger View PostWhich material not work with VRayBlend?David Anderson
www.DavidAnderson.tv
Software:
Windows 10 Pro
3ds Max 2024.2.1 Update
V-Ray GPU 6 Update 2.1
Hardware:
Puget Systems TRX40 EATX
AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
2X NVIDIA GeForce RTX 3090
128GB RAM
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I tried creating a distressed bronze material with the same brass shiny highlights on the edges doing what you suggested here viscorbel. But the polished brass just seems to integrate evenly throughout the whole material. Trying to figure out how you get it to just show on the edges?
Can you elaborate just a little on how you run the dirtmap through output map.
Thank You
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Originally posted by Streetwise View PostI'm trying to create a material similar to the attached. Siger Shaders don't really have anything similar in their metals. My question is to how to go about a different color tone on the edges to make the material appear to be worn? What map(s) might I be looking for?
If the rendering below interests anyone, I can make the file available.
-Alan
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Ok, so here's a quick example with no bumps, glossies, or whatnot.
the important part is the mask. You need to tweak a few things to fit your model:
- noise in the vraydirt radius slot
- vraydirt radius and falloff
- output map curve
It would be handy to use something like texmappreview script from Neil (soulburnscripts pack) to preview the each part for tweaking separately.
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The only thing I'm unclear about at this point, (well, things), are how you get the worn areas to be in the right places.
And, my blend mask creates a very thin line of the shiny material showing through and adjusting the radius and falloff in the VRaydirt isn't having any affect.
Where would you go from here?
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Try to paint a B&W vertex color map and use the result as a mask. See this video. If the map is "blocky", you'll need to subdivide your mesh more in the areas where you need finer map detail.
Originally posted by vanderloo View PostThe only thing I'm unclear about at this point, (well, things), are how you get the worn areas to be in the right places.Aleksandar Mitov
www.renarvisuals.com
office@renarvisuals.com
3ds Max 2023.2.2 + Vray 7
AMD Ryzen 9 9950X 16-core
64GB DDR5
GeForce RTX 3090 24GB + GPU Driver 565.90
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Originally posted by vanderloo View PostThe only thing I'm unclear about at this point, (well, things), are how you get the worn areas to be in the right places.
And, my blend mask creates a very thin line of the shiny material showing through and adjusting the radius and falloff in the VRaydirt isn't having any affect.
Where would you go from here?
[ATTACH=CONFIG]27959[/ATTACH]
I'd start with simple 100% black and 100% vraylightmtl , to clearly see the mask VRayDirt creates.Available for remote work.
My LinkedIn: https://www.linkedin.com/in/olegbudeanu/
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Originally posted by viscorbel View PostOk, so here's a quick example with no bumps, glossies, or whatnot.
the important part is the mask. You need to tweak a few things to fit your model:
- noise in the vraydirt radius slot
- vraydirt radius and falloff
- output map curve
1) When I attach materials to the coat and blend slots, there's a second attachment to a Dup slot. Not sure what that is, but I can't seem to get rid of it.
2) I'm curious to know what your "complex fresnal" map looks like? It appears to be a fall-off of some sort, or I saw something about VRayOSLTex, but I'm unsure how to create what I need for that.
All other materials I have duplicated pretty much to what you laid out.
Thanks much!
David Anderson
www.DavidAnderson.tv
Software:
Windows 10 Pro
3ds Max 2024.2.1 Update
V-Ray GPU 6 Update 2.1
Hardware:
Puget Systems TRX40 EATX
AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
2X NVIDIA GeForce RTX 3090
128GB RAM
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