September 1, 2017 at 1:53 pm #9922
Challenge 06: Chipped Paint Metal! After the ultra-rare case of a beer foam shader last month, it is now time to create something more approachable which comes up quite regularly in production shading.
I’d like to thank Maxime Roz for open-sourcing another one of his fantastic HDR’s for this challenge.
Once again, there will be a voting panel of industry experts in lookdevelopment – working at Pixar, ILM and Double Negative.The deadline of the challenge is on the 1st of October, 00:00 GMT. Good luck everyone!
The initial scene setup is very straightforward and only takes 5 minutes. It is important that we standardize scene conditions between contributors, so please make sure that you’re not setting up the scene differently.
- Download and extract the .zip package.
- Open or load in the alembic, containing the scene geometry and camera.
- Assign a lambertian material to the floor geometry, assign the checker texture map [tex/checker_floor.tif] to the color slot.
- Repeat step 3 for the macbeth chart [tex/macbeth_chart.tif].
- Create an HDRI light and rotate it in these axis: [0, -70.0, 0].
The default lighting setup should look like the following. I added in some spec to validate the rotation of the HDR since there’s no hard shadows.
Please make sure to post renders using this setup. It is allowed to post extra renders using your own light setup. Since the shared light setup is at the core of the challenge, this will be heavily moderated. You’ve been warned!
What is expected of you?
This month, only one render needs to be submitted.
The focus of these challenges is on sharing shading knowledge. Explain the shading setup in as much detail as you can be bothered to do. Think of shaders.xyz as a sort of open source project. Please, also share your scene file if possible. This is not a requirement, but would be very nice.
About creating extra geometry – just try to think if it would work in a shading pipeline. If you think it would be practical, go for it. I don’t want to limit anyone’s amazingly capable brains.
Feel free to post WIPs in this thread.
For now, please use “auto” for the width and height attributes when uploading images. This is needed to display them correctly.
To tag others in a post, use the “@” symbol.
To avoid image compression, upload .png instead of .jpg! This is something we’re working on to avoid.
That’s all! The winner gets picked by the admin team on the 1st of October, 2017 and will receive an exclusive SHADERS.XYZ t-shirt (hype!). Don’t forget to motivate others by voting for your favorite submission! Good luck everyone!September 1, 2017 at 4:31 pm #9953
Alin BolcasParticipant2 pts@alinbolcas
Awesome! I’ll try and give this one a go! It was fun following the beer one, really nice entries.September 1, 2017 at 5:41 pm #9964
I’ll kick this one off, I already had some time on my hands. I don’t participate in the competition so I get to cheat time wise – hehe.
This is my first try. All of the masking is procedural right now. The paint chipping is done by remapping a voronoi noise with a fractal, so at certain points the cracks are wider and at certain points is thinner.
I used multiple copies of the same base object combined with opacity mapping to achieve the different layers of the object. This achieved much more satisfying results than just using displacement variations since there is correct shadowing.
From there on it’s just additive layering of displacement maps, so every layer takes the displacement of the previous layer + it’s own.
The individual layers are really simple, and the results is quite nicely complex. I’m not so satisfied yet with the black paint layering, it feels artificial 🙂
Good luck everyone! I’m super excited to see other’s results. Fun to hold a challenge for once which renders fast.. Hehe.This post has received 2 votes up.September 1, 2017 at 8:41 pm #9970
I’m in. Using Katana and ArnoldSeptember 2, 2017 at 10:49 am #9980
- 3D Artist
already a great start from Zeno Pelgrims! Can’t wait to see what people come up with! Good luck and have fun to everyone!September 2, 2017 at 1:33 pm #9986
- CG Student @ ESMA
Here is my start entry, using Renderman 21 for Maya. I will keep it full procedural but probably going for an other mesh for the painted parts. I see no option at the moment to get it with layers and keep a good control on it.
Actually I find my base layer too rusty and it’s missing some color details, let me know your feeling on it.
And very nice entry Zeno, so much details I really like it ! Good job 😉
Marvin.September 2, 2017 at 7:27 pm #9989
- 3D Generalist
I should have time to take a shot at this one! I have a few texturing ideas I’ve been itching to try out.
@admin Since this one is so focused on textures, is the goal to keep it all procedural and in-shader? I’m curious what the thought is on generating Substance Designer maps for box mapping.September 2, 2017 at 7:40 pm #9991
@anthonypilon, I really don’t care how it’s made. I am just a simple soul and don’t want to limit anyone’s minds! Substance work definitely counts, it’s just as validSeptember 2, 2017 at 7:52 pm #9993September 2, 2017 at 8:18 pm #9997
@Admin That’s literally a Rocket Science, cant understand a thing in these nodes.
Insane work!September 2, 2017 at 9:02 pm #10001
@exaco, it really isn’t rocket science – but it’s just hard to figure out if all it says is “fractal” or “combine”.. Wish there was an easier way to annotate this as I go. Maya seriously needs backdrops etc. Or it should at least show some parameters on the nodes like in blender..September 6, 2017 at 10:24 am #10042
m started with layers setup. Its a five layers. Now all maps is procedural inside RenderMan. Than i probably use SubstanceDesigner for some stuff.September 6, 2017 at 4:18 pm #10044
@danilsh you have strong light exposure in the scene, but the landmarks (balls and color palette) are not heavy burned, you start not the right approach to shading.
Do not set the exposure on this map above 1… See the first image in “Getting Started”.
This is my advice, not the current rule in this challenge 🙂September 6, 2017 at 8:29 pm #10051
Ewan J WrightParticipant
- Axis Animation
This is what I have so far. The set up itself is mostly working I just need to spend the time making it look pretty now. Using Houdini and Mantra. Entirely procedural at the moment.September 6, 2017 at 8:53 pm #10052
Thilo SeifertParticipant11 pts@thilo
WIP 1 C4d arnold
September 6, 2017 at 9:23 pm #10053
I’m in deal 🙂
WIP process for first layer (rust), full procedural in this moment
I see the UV has a square shape, so I use triplanar node for maya noises…
September 7, 2017 at 7:40 am #10056
@kopatych I have not bothered yet with lighting.:) My exposure is 0.9 and my color palette does not differ from yours)September 7, 2017 at 10:10 am #10058
ok, maybe I understand something wrong, wanted help, sorry…September 7, 2017 at 10:27 am #10059
@kopatych Не стоит извиняться! Видимо мой плохой английский заставил тебя подумать что меня задела твоя помощь? Наоборот, спасибо! Я просто трудно по-английски формулирую свои мысли. К примеру это сообщение я не смог нормально сформулировать)September 7, 2017 at 11:33 am #10062
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