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Old paint effect
show user profile  LeonardoDanielll
I want to get this old paint effect? I was thinking I will have to model the white paint falling in front of the old blue one. Any recomendations on how to do that?


read 808 times
9/22/2015 8:33:50 PM (last edit: 9/22/2015 8:36:22 PM)
show user profile  LionDebt
a) Does it have to be fully 3D?
b) If not, CGTextures.com has a bunch of good alphas / cutouts / decals for this.
c) Pretty sure there is a RayFire fracture that simulates cracking/chipped/old dry paint.
read 805 times
9/22/2015 9:29:20 PM (last edit: 9/22/2015 9:29:20 PM)
show user profile  9krausec
Looks like a job for a cloth sim to me.




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read 787 times
9/22/2015 11:53:35 PM (last edit: 9/22/2015 11:53:35 PM)
show user profile  donvella
I gotta check out trying this with rayfire. If using vray try a blend material with the same mask map in ur displacement.



read 784 times
9/22/2015 11:58:37 PM (last edit: 9/22/2015 11:58:37 PM)
show user profile  LeonardoDanielll
It doesnt has to be fully 3d, so thanks! Ill try cgtextures + vray blend material.
read 773 times
9/23/2015 3:48:52 AM (last edit: 9/23/2015 3:48:52 AM)
show user profile  LionDebt
@DonVella not actually used RayFire... But this seems to be up it's street. Let us know how you get on :)
read 755 times
9/23/2015 11:02:18 AM (last edit: 9/23/2015 11:02:18 AM)
show user profile  chillywilson
I agree with 9krausec,
Easy to do with cloth, pin areas and tear others.
read 744 times
9/23/2015 2:12:21 PM (last edit: 9/23/2015 2:12:21 PM)
show user profile  ScotlandDave
I fancied having a bash at doing this procedurally. Not too bad for a quick attempt and could easily be improved. Here's the result and steps i took:

Finished ( quickly done ) result:



First Step - Create a plane with plenty of segments, convert to editable, apply a Vol.Select, and create a noise map in the TextureMap slot with very close High/Low Threshold values..



Add an edit poly modifier, delete the selected verts from the Vol.Select, a click-drag select all edges in Boundary subobj mode to select all the holes. Quickly click-drag to deselect the outer edges of the plane. Next shift-drag and/or shift-scale the selected edges a couple of times to extrude out the open edges..



Apply a Noise modifier to the selected edges. I've set it with a low Scale and low Strength values..



Apply an Optimize modifier to randomize the polygonization a bit and open up the edges a bit for Turbosmooth to do some work in the next step, i just used the default settings.. Lastly, add Turbosmooth and crank it up to suit..



Hope that's helpful, it could be easily improved to create a fairly convincing procedural result..



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read 742 times
9/23/2015 2:16:44 PM (last edit: 9/23/2015 2:17:39 PM)
show user profile  LionDebt
Very nice work :)

I was thinking along the same lines as you SD. Didn't think about the Optimize modifier though !
read 721 times
9/23/2015 9:59:42 PM (last edit: 9/23/2015 9:59:42 PM)
show user profile  donvella
nice work ScotlandDave, very smart! I wouldnt have even thought of doing it that way.





read 699 times
9/24/2015 12:48:54 AM (last edit: 9/24/2015 12:48:54 AM)
show user profile  Pil
But is it really procedural?

I would think that "procedural" it also means that you can change the result by changing some parameters.
As I read this then thats not posible a you do a destructive mesh edit...


read 686 times
9/24/2015 11:05:33 AM (last edit: 9/24/2015 11:05:33 AM)
show user profile  herfst1
Yeah, it's pretty much procedural, since you could do this all within the layer stacks and, with a bit of changes (e.g. edit poly modifier, border select modifier [if there is such a modifier] + push modifier instead of manually pushing the borders) I'm positive this could be scripted.
read 677 times
9/24/2015 12:13:11 PM (last edit: 9/24/2015 12:13:11 PM)
show user profile  ScotlandDave
I get what you mean Pim yeah. Going down the stack and editing then back up again did seem to work. I guess it's procedural up until the point where you do the edge extrusions, generating the selection/pattern itself from a Noise shader i guess is the procedural part which can be changed easily to suit..

I think it could be easily scripted, which puts it in procedural territory imo.


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read 674 times
9/24/2015 12:40:49 PM (last edit: 9/24/2015 12:40:49 PM)
show user profile  Pil
Not trying to diss your effort, I just got curious to the procedural concept :-)


read 670 times
9/24/2015 12:47:41 PM (last edit: 9/24/2015 12:47:41 PM)
show user profile  3joez
Nice approach SDave!
read 664 times
9/24/2015 1:45:26 PM (last edit: 9/24/2015 1:45:26 PM)
 
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