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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: procedural wood and rust


ice-boy ( ) posted Sat, 11 July 2009 at 5:16 AM · edited Sun, 04 August 2024 at 9:54 PM

i was searching and i didnt find anything.

i was thinking maybe 5 0r 10 nodes for rust. something simple to make the metal more interesting and not so flat.

does anyone know how to do this ? 

thanks.


PhilC ( ) posted Sat, 11 July 2009 at 6:28 AM

Have you looked in LibrariesMaterialsProceduralsMetal ?

There you'll find two examples of rusty metal.


Anthanasius ( ) posted Sat, 11 July 2009 at 7:11 AM · edited Sat, 11 July 2009 at 7:11 AM

file_434539.jpg

Like this ?

Rusty chrome .

Génération mobiles Le Forum / Le Site

 


ice-boy ( ) posted Sat, 11 July 2009 at 7:48 AM

that looks all great.

how about some dust on the metal. like some parts of the metal have some dust. how could we do this? BB any idea?

thanks.


bagginsbill ( ) posted Sat, 11 July 2009 at 8:34 AM · edited Sat, 11 July 2009 at 8:37 AM

Rust:
http://www.runtimedna.com/forum/showthread.php?t=33166

I wrote about dust years ago but the search engine isn't finding it.

For dust, you mix your shader with a small amount of dry diffuse white, controlled by the Y value of the surface normal, same as we do for procedural snow.

This is very easy in matmatic, not so easy with a metallic shader done by hand.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


ice-boy ( ) posted Sat, 11 July 2009 at 8:44 AM

''For dust, you mix your shader with a small amount of dry diffuse white, controlled by the Y value of the surface normal, same as we do for procedural snow.''

it doesnt have to be very detailed. i only mean for some color variation.

would i use clouds for this?


bagginsbill ( ) posted Sat, 11 July 2009 at 9:20 AM

Clouds? For what? I dont' get the question.

I said any surface facing up should be reflecting some white diffusely and whatever it was doing should be decreased, because the dust prevents you from seeing the surface. That's why I said you mix the ENTIRE shader with some diffuse white.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


ice-boy ( ) posted Sat, 11 July 2009 at 9:26 AM

you mean changing  your rust shader with whtie to make it like dust? 


bagginsbill ( ) posted Sat, 11 July 2009 at 9:38 AM

I knew there would be trouble when you asked for three different topics in one thread.

You asked about procedural wood - that was one topic.

You asked about rust - that was antoher topic.

Later, you asked for dust - that was third topic.

These three topics each need a unique shader. Each has nothing whatsoever to do with the other. They would share no ideas at all.

You asked about Clouds while quoting me about dust. Look above - the quote is about dust, then you say "would I use clouds for this." No you would use clouds for rust, not dust. One has nothing to do with the other.

There is something UNDER the dust. Whatever that is, imagine it comes out of one node, like my VSS skins shader does. That one node must represent the material UNDER the dust, and has nothing to do with the dust.

Whatever that node is, you need to Blend that with a white Diffuse node, with the amount of blending driven an N node to decide if it is facing up or down.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


ice-boy ( ) posted Sat, 11 July 2009 at 9:43 AM

ohhhhh i understand now. thanks.

he he


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