September 13, 2017 at 1:48 pm #10164
Guys, do you use some additional Geometry for it or its entirely single Procedural Shader ?
Cause from my experience i’ve never seen that Displacement could do something like that like in this pic, so it must be additional geometry, but based from nodes it looks like single shader ( or its whole scene not sure )
Never actually tried to create something like that especially since my most shaders is made using basic technique ( Diffuse/Bump/Roughness etc ) but what do you think about my most likely amateurish approach is something like that even allowed to compete here ?
Copy the shaderball and scale it a bit > make it bit uneven using noise and add some depth to it ( Shell ) w/ some holes > drop it into Zbrush or make displacement map for creating that small cracks > model some of the top layer chips a few variations and scatter it then bend/align it to surface if needed and rest obviously look-dev for each piece ( attached the all types into few assets/models, so it not separate shader for every chip ).
3ds Max + OctaneVR user here ( would love to use/learn Arnold, but my CPU is too old for this engine )September 13, 2017 at 5:01 pm #10168
My first try to make the base coat
I’m working with low polys for now because i have wooden pc :”D
Arnold 5 – Cinema 4D R18September 13, 2017 at 8:51 pm #10172
My attempt for a Base layer, not really happy with the result, had some issues with Octane ( seems it cannot use noise etc as displacement, so had to render maps as texture and that brings me some UV issues.. 😀 )
September 14, 2017 at 3:26 am #10179
- Freelance Look Development Artist
@exaco I believe Zeno said in his first post he made copies of the base mesh and used opacity masking to achieve the elevated layers of paint.September 14, 2017 at 10:34 am #10186
- Probably waiting for uncompleted render buckets
@exaco – I have multiple meshes, but try and avoid doing manual work on them since this is a shader based forum. When we start adjusting geometry on a vertex level were back at the modeling level which is something to avoid. Do those adjustments through displacement maps if possible.
@ewanjwright – No occlusion for that, that was my first option but for some reason I couldnt get it to work. Like it didnt take the opacity map in consideration, although it did work on a smaller test scene. I just remapped the masking fractal to have a larger falloff and used that in the underlying shader. Then I broke it up by multiplying with another fractal. I think this actually is a nicer way, it gives some more details!September 15, 2017 at 3:22 pm #10204
WIP02. RenderTime 5 minutes 🙂 Everything is procedural, except for craquelure on white paint.September 17, 2017 at 5:52 pm #10227
Had some time to develop the concept a bit further. But switched from one object and one layered shader to the approach with multiple spheres instead. I’m still not satisfied with the rust and the paint seems floating one the same level over the whole object but it’s slowly getting there. Here’s an image of todays procedural approach.September 17, 2017 at 10:24 pm #10230
WIP. Base Layer RustSeptember 19, 2017 at 6:40 am #10254September 19, 2017 at 6:03 pm #10255
Thilo SeifertParticipant13 pts@thilo
September 21, 2017 at 6:59 pm #10265
WIP.September 22, 2017 at 5:52 am #10266
Would like to share my current WIP :
will share how I do it in the next post! Since it is still really messy node graph now :))September 22, 2017 at 7:48 am #10267
- LookDev &Lighting Artist
W.I.P ,just started this week,hope i can finish it.
Full procedural till nowSeptember 24, 2017 at 7:14 am #10282
WIP. This is my penultimate update on shading. The entire shading is a combination of different types of noise, masks, ramps.
September 25, 2017 at 10:54 am #10287
Think I am just about done. Started layering up colour and displacement details to make it a bit more complicated. Will add some more details and remove cracks on the red a bit to make it match reference. Bigger cracks on areas where the low level displacement is strongest.September 25, 2017 at 11:04 pm #10291
Here’s my “final” image. Might do more later..
Have attached network view and will attach scene file once I work out a good way of doing that.
View Image for proper resolution!This post has received 1 vote up.September 26, 2017 at 9:02 am #10295
This is my final render.
September 26, 2017 at 11:17 pm #10306
OK I had to get the turquoise in there…have made it less noisy visually and taken big displacement off the rust and red. Matched colours. I’ll do proper render and stop. Maybe one more…This post has received 2 votes up.September 28, 2017 at 2:41 am #10320
- Freelance MTS/TD @ Axis Animation
I haven’t been posting WIPs (yet, I’ll add some later) due to me not thinking I’d have the time to finish the challange, but I’ve been pushing late nights trying to get it done 🙂
There are definitivly stuff on it I’d like to fix, but I wont have that much time to spend on it until deadline, but hopefully I can squeeze another couple of hours on it.
Fully procedural shader in Houdini using Mantra.
(My shading-networks are quickly spiraling out of control… 😀 )
Cheers!This post has received 5 votes up.September 28, 2017 at 10:45 am #10321
- LookDev &Lighting Artist
Hi all,this is my final version.
I’ve some displacement issue with opacity use MtoA ,it doesn’t handel the ‘thickness’ well , hope to solve later.
Hope you like it.This post has received 1 vote up.
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