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Procedural Edge Scratches
show user profile  herfst1
Hey, a friend asked me how to do {what title says} and all I could suggest was maybe a dirt map or the inverse of AO. But that's all theoretical, haven't tried it (no vray at work).

Here's a visual of the problem:

Yes, Ddo can add edge scratches easily but my friend wants to do this without having to unwrap and generate a normal map.

Cheers in advance.
read 760 times
12/4/2014 2:28:03 AM (last edit: 12/4/2014 2:28:29 AM)
show user profile  luxxeon
Vray, and most render engine with a AO or dirt map, will have the option to inverse the AO. So inverting the AO map in this case, and using it as a procedural mask for the scratches, will work to put them where you are intending.
---------------------------------------------------------------------



My Youtube Video Tutorials:
https://www.youtube.com/user/luxxeon3d
read 745 times
12/4/2014 4:17:37 AM (last edit: 12/4/2014 4:17:37 AM)
show user profile  herfst1
Interesting, didn't realise there was a built-in inverse option. Will tell my friend and probably update you on the results tomorrow.

Cheers Luxxeon.
read 738 times
12/4/2014 4:52:17 AM (last edit: 12/4/2014 4:52:17 AM)
show user profile  herfst1
Yeah, we tested it with Mental Ray AO (with dent in the falloff) and then used that as a mask with a blend material and it works a charm.

[edit] here's a pic (note: 5 minutes work, to get a "real" result will take longer)


read 726 times
12/4/2014 6:31:41 AM (last edit: 12/4/2014 6:44:59 AM)
show user profile  reeves1984
can't tell if its jpg compression or not

--
Simon Reeves


www.simonreeves.com - VFX Artist & Blog
twitter


www.analogstudio.co.uk <-- I work here

read 711 times
12/4/2014 12:42:41 PM (last edit: 12/4/2014 12:42:41 PM)
show user profile  herfst1
Haha. Both. But it doesn't matter, that's not the final result anyone would be happy with, just POC.
read 708 times
12/4/2014 12:49:53 PM (last edit: 12/4/2014 12:49:53 PM)
show user profile  FX
Tension Mods an option...control distribution with vertex colors etc...

http://www.rpmanager.com/plugins/TensionMod.htm


Comprehensively covered in Viscorbels Old and Dirty tuts.

http://viscorbel.com/shop/creating-old-n-dirty-vray-material/




read 705 times
12/4/2014 1:05:30 PM (last edit: 12/4/2014 1:05:30 PM)
show user profile  9krausec
there was this tool that allowed you to quickly preview noise and vRay dirt maps in the viewport. DangerTools? ShadowTools? Something like this. Anyone?

edit: SoulBurn Tools?




- Portfolio-




read 678 times
12/4/2014 10:43:34 PM (last edit: 12/4/2014 10:43:53 PM)
show user profile  LionDebt
lol @ DangerTools
read 668 times
12/5/2014 12:08:13 AM (last edit: 12/5/2014 12:08:13 AM)
show user profile  Boomer
Heya,

I'm very close to releasing a Curvature Map that will allow you do to such a thing as well.

Check out the previews here:

https://vimeo.com/112550871
and here:
https://vimeo.com/112448935


  Mathew Kaustinen
 http://www.boomerlabs.com

read 662 times
12/5/2014 12:18:53 AM (last edit: 12/5/2014 12:18:53 AM)
show user profile  Error404
Nice one Boomer :)

www.DanielBuck.net - www.DNSFail.com

read 656 times
12/5/2014 12:48:55 AM (last edit: 12/5/2014 12:48:55 AM)
show user profile  Nik Clark
This is awesome, Boomer. Max 2016's killer feature?...



read 651 times
12/5/2014 1:25:18 AM (last edit: 12/5/2014 1:25:18 AM)
show user profile  herfst1
Damn that looks cool, Boomer.
read 643 times
12/5/2014 2:42:03 AM (last edit: 12/5/2014 2:42:03 AM)
show user profile  reeves1984
Not to be a pain, but with the magic of ICE I made a simialr thing in xsi, damn autodesk


(similar but probably a bit crap)

--
Simon Reeves


www.simonreeves.com - VFX Artist & Blog
twitter


www.analogstudio.co.uk <-- I work here

read 626 times
12/5/2014 2:59:35 PM (last edit: 12/5/2014 3:08:07 PM)
show user profile  reeves1984
more useful reply
http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm


--
Simon Reeves


www.simonreeves.com - VFX Artist & Blog
twitter


www.analogstudio.co.uk <-- I work here

read 610 times
12/5/2014 4:23:58 PM (last edit: 12/5/2014 4:23:58 PM)
 
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