Is there such a thing as Stochastic Scratches?

Hi Guys,

I’m trying to make a car paint shader with fine “Spiderweb scratches”. I also want to make scratched metals.

I saw that there is a Stochastic Flakes Mtl in Vray. I wanted to ask if there is a Stochastic Scratches texture map?

I would love to make high res normal maps for scratches.

Is chaos group interested in procedural texture nodes that generate high resolution Normal maps for things like glints, fine scratches n stuff?

Steve ~

Have you tried sigerscratches?

https://www.sigershop.eu/free-3ds-max-plugins/sigertexmaps-sigerscratches/

i guess i know the answer, but will those Siger maps work with GPU? the scratches one looks v useful.

You guessed correctly, they are not supported by RT.

This is fantastic

http://viscorbel.com/microscratches-swirl-marks-spiderwebbing-vray-tutorial/

PIXELBOX_SRO - Hell yes!

Instead of using so many materials in the shader, I may try using the blend normal in substance designer.

https://support.allegorithmic.com/documentation/display/SDDOC/Normal+Blend

This tutorial is pre vray bumpmtl. It can help to simplify that setup.
Also use rens MixNormalMap osl if you want to mix different normal maps like some with strate and some with circular scratches.

But all in all it’s a pretty fiddly setup and more some kind of workaround. It might not work in every scene.
I believe no one on the rendering coding side found a good solution for this yet.

Im gonna try using substance painter instead of OSL. My 3ds max crashes a lot with OSL.

Ill generate a few differnrt scratch normal maps and combine them in Designer

That OSL can only mix 2 Normal maps and it crashes 3ds max a lot.

you can stack multiple of them

That substance scrach generator looks very good

This was done with some scratch texture, basically the white scratches on black background used as a bump map.
I don’t understand the setup in the Viscorbel tutorial, it looks way to complicated to me.

That looks stunning Olli. Lensing and glints / glare is lovely. In camera dof?

Thanks for the hint about Scratches Bump maps and the Siger scratch maps

Have a look at this link;

the Pixar car shader. The micro scratches are done with normal maps and a Bump Roughness BRDF. From what I understand, The shader will use the normal map in close shots and as the distance from camera increases, the shader will blend between using the normal map to relying on the roughness. This is because sampling the normal map takes ages.

Yes. In-camera DOF, together with Bloom and Glare from a filter image. Someone here on the forum provided the filter image, I think it was you.

Here are some more from a different project.


Looks awesome!
Do you use the color to bump map for the scratches?
And what res has the texture?
I’m doing an old guitar in my sparetime and tried alot of stuff to get the micro scraches right.

Thats sick bro -

Yes, the map is plugged into a color2bump node. The texture has a resolution of 1024x1024. Sounds small, but it tiles quite well.
You have to experiment though, so the effect is not overdone. Otherwise you will start to see scratches everywhere, not just around the highlights. Thats already the case in the image above the headlight cover.
Also, sampling is getting hard with super bright lightsources. Which I had, because the images are all night-shots. I needed to crank up the render settings quite a lot.

Problem with these scratches is you can still see them in other angles, not just from camera direction, know what I mean? Usually they appear only around harsh highlights. I couldn’t achieve that look just with Bill and a Fresnel falloff

Is that because it needs to be done with a Normal Map? - I think the bump map may be too simple. It should be done with a normal map because the glints react better to the direction of light sources ---- I think.

- Should the scratches be anisotropic as well?
- Should the scratches affect the Reflection Glossiness by making it more rough?

I would like to hear what Vlado has to say - Or some other really advanced CGI artists.