Dust Test

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Dust Test

Postby grimm » Thu Jan 14, 2016 8:19 am

grimm Thu Jan 14, 2016 8:19 am
I'm doing some testing on a workflow for dust with 3D-Coat and Octane. I use 3D-Coat to create a dust mask and then apply it to the model. Any critiques would be great. I'm looking for a better dust texture for the mask if anyone knows where to get one.

dust-test1.png


Jason
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Re: Dust Test

Postby grimm » Fri Jan 15, 2016 8:49 am

grimm Fri Jan 15, 2016 8:49 am
Continuing the dust tests...

Here is an example of the object without dust and then with dust so the difference can be seen:

dust-test5.png


And here is another example of dust with fingerprints:

dust-test4.png


I like how the dust gives the object a greater depth and a more real look. :)

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Re: Dust Test

Postby msohler » Sat Feb 20, 2016 10:14 am

msohler Sat Feb 20, 2016 10:14 am
Hi Jason,

looks great!
How exactly do you export your textures from 3D-coat? There are options like "gloss /color specular" or "gloss / metalness" for example.
Whats your workflow the get the textures from 3D-coat into Octane?
Unfortunately my exported model/texture looks not the same like in 3D-coat. I am not sure how to put my exported textures on a Octane material as well.

Would be awesome if you could help me! :|
I am still quite new into 3D-coat and Octane (I am using the Octane Plugin for Cinema 4D).

Cheers,
Michael
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Re: Dust Test

Postby pegot » Sat Feb 20, 2016 4:04 pm

pegot Sat Feb 20, 2016 4:04 pm
+1 for any info on work flow between 3D Coat and Octane. There are so many export options in 3D coat it can get confusing sometimes .

btw the dust texture looks great!
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Re: Dust Test

Postby grimm » Sat Feb 20, 2016 7:59 pm

grimm Sat Feb 20, 2016 7:59 pm
Thanks, it's still a work in progress, but I'm getting more comfortable with the workflow. PBR changes things as before I would separate the model depending on texture, now you don't have to. Although now you need to use masks to keep the dielectric and conductive materials apart.

Here is the node setup for the dust test image:

3d-coat-nodes.png


For dielectric materials like the red plastic of the material ball you almost always want to use a glossy node. I just plug in the diffuse/albedo, specular/gloss, bump/normal maps generated by 3D-Coat into the the node. I have found that the diffuse comes in a little dark, but I don't have a good way to determine how to adjust it. I have heard that the 3D-Coat devs are fine tuning the PBR diffuse to help with this but I don't know when it will change. I have also heard that there is the same problem with other PBR apps like Substance and DD0.

For conductive materials I also plug in the maps to a glossy node but in this case you set the "Index of refraction" to 1 or 8. This sets the fresnel reflection up, but I don't think it matters much which one you choose, they both look the same to me.

To combine the two you need to add in a mask. In this case I combine the two workflows together ("gloss /color specular" and "gloss / metalness" ) and use the metal map for the mask. So you mix the two glossy nodes together and use the metal map to control them. The conductive node connects to the first pin and the dielectric node the second pin. The 3D-Coat devs have added in the new beta version the metal map export to both workflows which makes it a little easier to output it. Before you had to change modes before you could access the metal map.

The dust is an additional layer that is mixed in. In this case I use a custom smart material to generate the dust mask. The mask is used to control the mix node, the same as for the metal map. The dust itself is just a diffuse materials with a falloff so it has white highlights. I also used the mask as a bump map to give the dust some depth. The dust material gets plugged into the first pin, the combined material in the second.

Hope this helps, it's not very difficult to setup once you get the gist of it. :D

Jason
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Re: Dust Test

Postby pegot » Tue Feb 23, 2016 11:02 am

pegot Tue Feb 23, 2016 11:02 am
Thanks for the detailed account grimm. Looking forward to testing this out as well.
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Re: Dust Test

Postby nicolaskopp » Mon Jan 23, 2017 6:20 pm

nicolaskopp Mon Jan 23, 2017 6:20 pm
Wow, really great work!

And exactly what I'm looking for. Mind sharing the project file to be able to play around and learn something?

Cheers!
- Nicolas
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Re: Dust Test

Postby grimm » Fri Jan 27, 2017 5:20 pm

grimm Fri Jan 27, 2017 5:20 pm
Thanks, sure, let me put the files together tonight when I get off of work.
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Re: Dust Test

Postby grimm » Sat Jan 28, 2017 6:52 pm

grimm Sat Jan 28, 2017 6:52 pm
Here you go, enjoy. :)

dust-test.orbx
(11.74 MiB) Downloaded 246 times
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Re: Dust Test

Postby NicolasKruzel » Sat Jan 28, 2017 8:53 pm

NicolasKruzel Sat Jan 28, 2017 8:53 pm
The shader looks great! I have been experimenting with a similar technique in Substance Designer/Painter. Keep up the great work!
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