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Re: Tutorial Images

Posted: Sat Jun 14, 2014 4:35 am
by Tugpsx
Awesome images. Thanks for sharing material

Re: Tutorial Images

Posted: Sat Jun 14, 2014 11:30 am
by ChrisVis
Thank you for the material infos and the download!

Re: Tutorial Images

Posted: Sat Jun 14, 2014 1:50 pm
by bbeepp
ElBloko wrote:
ChrisVis wrote:Did you paint the textures for that one, or does the scanned model come with textures mapped? Lots of detail and little dirt stuff there... or is it geometry? Or just a tweaked stone material?
The patina is made with a simple dirt texture node used as a mask to blend between two materials. Here as color on a diffuse material:
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I did momething similar a few weeks ago, just to test dirt texture but i used different approach ;)
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Re: Tutorial Images

Posted: Thu Jun 19, 2014 3:31 pm
by RealityFox
Thanks for sharing the material! I never thought about using the falloff for roughness. Out of curiosity, can you explain a bit how you think about using falloff maps? I read the manual on how it works but I often just find myself just playing with the settings a lot longer than I would like to. Is there any sort of rule of thumb I can go by? like cloth generally has it's normal value set to a low number or the falloff-skew, etc.

Re: Tutorial Images

Posted: Thu Jun 19, 2014 8:43 pm
by ElBloko
RealityFox wrote:Thanks for sharing the material! I never thought about using the falloff for roughness. Out of curiosity, can you explain a bit how you think about using falloff maps? I read the manual on how it works but I often just find myself just playing with the settings a lot longer than I would like to. Is there any sort of rule of thumb I can go by? like cloth generally has it's normal value set to a low number or the falloff-skew, etc.
Well, to be fair a material's roughness based on its viewing angle is a bit absurd. But I really can't care if my materials are "physically" plausible or accurate. The rule of thumb for me is: "Whatever looks good and gets me where I want".

If I had one advice it would be to start by looking at references to get a precise mental representation of the visual aspect you want to achieve, forget conventions, and experiment as much as you can until you hit the nail.

Falloff maps are a fantastic way of making any material much richer, couple them with gradients to reshape them at will and play around:
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You can shape tons of things that way, including noises:
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Or even dirt textures to make weird stuff:
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Procedural methods and samplers are a fantastic way to add detail to any material without relying exclusively on linear textures.
It may add to the rendering time, but a balance can always be found. GO NUTS!

Re: Tutorial Images

Posted: Thu Jun 19, 2014 11:35 pm
by acc24ex
nice one, I actually enjoy working through the procedurals, results are usually crazy unexpected, something I would't even achive or think of doing in photoshop ..

here's my playground, dirt shader as texture in emmision - finally figured out how to get that lampshade look, and dirt, turbulence on bump, specular etc on the ground
playground2.jpg
bump is a jpg..
dogue processed.jpg
I love the metal on theese, I'm using this dirt with turbulence on diffuse and glossy modifed a lot
alien Collage.jpg
B3.jpg
mr9.JPG
2.jpg


all procedurals..
love em :).. but you really got your deep in complexity, but that's how it goes once you start diggin into it

Re: Tutorial Images

Posted: Fri Jun 20, 2014 7:23 am
by gordonrobb
ElBloko: these materials look great.

wold there be any possibility of you sharing your Falloff-Gradient material so that I can have a look at it in Standalone? I've been trying to find a way to emulate Lightwave's gradient node in Octane for some time, and failing miserably, but this looks like it has promise.

Re: Tutorial Images

Posted: Fri Jun 20, 2014 3:09 pm
by ElBloko
gordonrobb wrote:ElBloko: these materials look great.

wold there be any possibility of you sharing your Falloff-Gradient material so that I can have a look at it in Standalone? I've been trying to find a way to emulate Lightwave's gradient node in Octane for some time, and failing miserably, but this looks like it has promise.

Sorry Man, I didn't save those materials, I only made them on the fly for this thread. But the graph in the screenshots is pretty much all you need to reconstruct the effects, Just have a quick go at reproducing them, it really isn't complicated.

If you're really stuck, give me a shout and I'll throw a few examples your way as .orbx files.

Re: Tutorial Images

Posted: Fri Jun 20, 2014 3:48 pm
by gordonrobb
Will do. My problem, not understanding Octanes gradient node, is nit know what you actually have set in the Position x, value x settings. I'll have a play.

Re: Tutorial Images

Posted: Fri Jun 20, 2014 4:11 pm
by ElBloko
That being said, if you really want to sink your teeth into something, have a crack at this one: https://dl.dropboxusercontent.com/u/859 ... _Bone.orbx

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It's the material for the Venus here:
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