Procedural rust on metal where dirt texture is

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi,
Does anyone have any samples scenes where procedural rust can be added to cars, etc similar to octane dirt material? Unfortunately, dirt material is too smooth and doesn't look like rust chunks. Thank you!
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Last edited by coilbook on Fri May 17, 2024 1:05 am, edited 1 time in total.
skientia
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Posts: 264
Joined: Tue Mar 12, 2024 1:50 am
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Plugging a noise texture with personalized parameters (aimed at the type of desired result) into the texture slot of the Dirt or Curvature material will yield what has been described in this post.

If not familiar with procedural noise, it may take a moment to "grasp" how it works and the virtually endless possibilities achievable (grunge, dirt, mud, even fabric and thin coat imperfections, and much more).

Other techniques using procedural noise (or seamless texture files) are also worth to consider, such as
- triplanar (demonstrated here in a semi-procedural wheel tire shading)
- falloff node in "normal vs. vector 90º" and playing with the parameters (change the directions, spread etc) e.g. for dust
- sine wave node
and so forth.

Here is an example from the Octane Documentation.

There should also be some relatively reliable informative videos online.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

skientia wrote:Plugging a noise texture with personalized parameters (aimed at the type of desired result) into the texture slot of the Dirt or Curvature material will yield what has been described in this post.

If not familiar with procedural noise, it may take a moment to "grasp" how it works and the virtually endless possibilities achievable (grunge, dirt, mud, even fabric and thin coat imperfections, and much more).

Other techniques using procedural noise (or seamless texture files) are also worth to consider, such as
- triplanar (demonstrated here in a semi-procedural wheel tire shading)
- falloff node in "normal vs. vector 90º" and playing with the parameters (change the directions, spread etc) e.g. for dust
- sine wave node
and so forth.

Here is an example from the Octane Documentation.

There should also be some relatively reliable informative videos online.
Thank you!
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