Home Forums Challenges Challenge 06: Chipped Paint Metal

56 replies, 19 voices Last updated by Profile photo of alex alex 6 hours, 27 minutes ago
Viewing 20 posts - 21 through 40 (of 57 total)
  • Author
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  • #10067 Score: 0
    Profile photo of alex
    alex
    Participant
    • Technical Artist
    @alexwheezy

    Hello everyone! I will use the Houdini and mantra and I started with the creation of the base layer.
    WIP. Rust layer.

    #10070 Score: 0
    Profile photo of Thilo Seifert
    Thilo Seifert
    Participant
    11 pts
    @thilo

    i created a paintable noise via vertex map, to have more controll and be still parametric

    #10071 Score: 0
    Profile photo of Viacheslav
    Viacheslav
    Participant
    • 3d modeling/texturing/lookdev artist
    7 pts
    @kopatych

    @danilsh Да нет, все нормально), я просто реально не понял почему у тебя фон пересвечен и почему ты будетш настраивать свет позже, если ты настроиш маты с таким светом и будеш его менять те прийдется коректировать метериал под новый свет, потому не углубляясь в проблему решил что будет проще  извинится и пойти дальше 🙂
    Надеюсь никого не возмутит наша переписка на не  интернациональном языке)

    #10075 Score: 0
    Profile photo of Danil
    Danil
    Participant
    • Russia
    1 pt
    @danilsh

    @kopatych my background look overexposed because i forgot linearize checker texture 🙂

    #10077 Score: 0
    Profile photo of Viacheslav
    Viacheslav
    Participant
    • 3d modeling/texturing/lookdev artist
    7 pts
    @kopatych

    @danils , ок)

    #10078 Score: 0
    Profile photo of Harut Harutyunyan
    Harut Harutyunyan
    Participant
    @har8unyan

    Guys, how you make edges look thicker, with displacement?

    #10080 Score: 0
    Profile photo of Zeno Pelgrims
    Zeno Pelgrims
    Keymaster
    • Probably waiting for uncompleted render buckets
    26 pts
    @admin

    @har8unyan, yes, using displacements in my case. Not sure how Ewan is doing it but I guess it’s a similar approach.

    #10082 Score: 0
    Profile photo of Harut Harutyunyan
    Harut Harutyunyan
    Participant
    @har8unyan

    @admin so you need to tessellate your geometry crazy amount of times? is it practical? I tested this with 9 iterations of subdivision in arnold, it works, but subdivision time is very slow =((

    #10085 Score: 0
    Profile photo of Zeno Pelgrims
    Zeno Pelgrims
    Keymaster
    • Probably waiting for uncompleted render buckets
    26 pts
    @admin

    @har8unyan oh shit that’s way too many man! I think my max subdiv multiplier count is 4 times, maybe 5.. Then I rely on Arnold’s autobump to get the finer details

    #10087 Score: 0
    Profile photo of Harut Harutyunyan
    Harut Harutyunyan
    Participant
    @har8unyan

    @admin ok thanks! I’ll try this one more time.

    #10089 Score: 0
    Profile photo of Harut Harutyunyan
    Harut Harutyunyan
    Participant
    @har8unyan

    Thank you! Works perfectly with 5 iterations! I was testing it on a plane with 4×4 divisions =D that’s why it did not worked. 

    #10090 Score: 0
    Profile photo of Viacheslav
    Viacheslav
    Participant
    • 3d modeling/texturing/lookdev artist
    7 pts
    @kopatych

    @har8unyan, use adaptive metric, this subdivide your geometry based on camera, and try dicing camera in arnold settings
    https://support.solidangle.com/display/A5AFMUG/Subdivision

    #10115 Score: 0
    Profile photo of Peter Baintner
    Peter Baintner
    Participant
    • Automotive Engineer
    1 pt
    @pred

    I couldn’t find in the rules, if image textures are allowed, or if the materials need to be completely procedural?

    #10117 Score: 1
    Profile photo of Peter Baintner
    Peter Baintner
    Participant
    • Automotive Engineer
    1 pt
    @pred

    So I took the last four hours to create my Version in Blender:

    Final render

    And a clay render:

    Unlike to you others, I didnt use separate objects, to simulate the peeling off of the paint, and so I just the shader and a Displacement modifier.

     

    Here’s a gif of the different layers: https://gfycat.com/gifs/detail/OrnateCornyDutchsmoushond

     

    My node setup:

    Let me hear some feedback!

    This post has received 1 vote up.
    #10122 Score: 0
    Profile photo of Andreas
    Andreas
    Participant
    • hobby
    @kazhadena

    Hey guys,

     

    i’ve always been reading along the lines since challenge one and already learned a lot. Thanks for that. I thought i might give it a try this time with Maya & Arnold.

     

    Here’s my basic setup and first attempt:

     

    I wanted to create everything procedurally from one object and my biggest struggle was so far, to create the metal chipping/ arched edges/ flaking and peeling of the metal chips. I thought i could go for some vector displacement with procedurals but the results didn’t look that promising until now. We will see.

    Cheers

    /A

    #10137 Score: 0
    Profile photo of Ewan J Wright
    Ewan J Wright
    Participant
    • Axis Animation
    1 pt
    @ewanjwright

    @admin Thanks man pretty much what you suggested in the original post! I’m using a noise on the UVs to distort a cellular noise. Your finished example is great. How are you using getting the dirt on the red layer from the layer above? Occlusion?

    @har8unyan Yes I’m using displacement. In Houdini there’s a setting called shader quality which affects how many subdivisions you get when using displacement/subdivision.

    I’m now affecting the frequency of the noise with another noise to break it up a bit.

    #10143 Score: 0
    Profile photo of Thilo Seifert
    Thilo Seifert
    Participant
    11 pts
    @thilo

    #10144 Score: 0
    Profile photo of Viacheslav
    Viacheslav
    Participant
    • 3d modeling/texturing/lookdev artist
    7 pts
    @kopatych

    WIP
    Second layer (paint), procedural for now

    mtoa

    #10152 Score: 0
    Profile photo of Viacheslav
    Viacheslav
    Participant
    • 3d modeling/texturing/lookdev artist
    7 pts
    @kopatych

    WIP
    mtoa

    paint shader

    mtoa nodes

    #10163 Score: 0
    Profile photo of Viacheslav
    Viacheslav
    Participant
    • 3d modeling/texturing/lookdev artist
    7 pts
    @kopatych

    I think this can be final image…
    Scene example https://drive.google.com/open?id=0B4qcoe_cmuuoeDZsZnEwYV8tYkk
    for work with this project you need custom alCell and BE_PxrVoronoise
    mtoa

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