Rendering dirty metal in Mental Ray
anyone got some good tutorials for this? Or know of a shader? I'd love to do this procedurally too. I'm just finding it hard to find one place to learn all the right ingredients for making a great dirty hardsurface metal.
Anyone help would be appreciated Thanks |
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Is this kinda what you wanted? I tossed this together in like 20 minutes...I could have made it look dirtier if I had a muddy type .tif file, I could have made one but I got lazy...
I did this using a layered textured phong. The layers were a brushed aluminum, a scratched layer, and a slash layer. I then added a plane, and an image based lighting scheme with a HDRI. Just rendered it out with MR. I can make a tutorial on how I did this if you want. |
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All righty...just had to add shadows because it wasnt looking right :)
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:) because I cant leave well enough alone...I added a bump map and a more dirty layer in the texture...better?
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HAHA, thanks for giving me something to do tonight...ive been having fun. I could do a lot more to this, but its late and I need to go to bed, but its just a DGSmaterial on the shaft part, and the rusted phong made earlier on ends.
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thanks man! the bottom one is getting a lot closer to what I want. It seems pretty hard to get rid of that overall spec, glossy look with Maya.... I just want it dirty and dull looking, id love a procedural texture if it was possible...can you do that with Mental Ray? And use a black and white map to paint the parts where one is visible and the other isn't?
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I am sure you could...and I could have/will fix my texture later so that there are only spots of dirt on it. As for taking away the specularity and glossiness of materials in MR, just decrease the specularity, and increase the diffuse, even add a bump if you need to.
Check out this tutorial, it might help ya out. http://www.digitalproducer.com/2003/...stex031125.htm |
hahaha i figured out how to create a blinn about 5 years ago, but I appreciate your time in making those renders above!
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Sorry just got back from my trip...
Umm, did you check out the other 5 pages of that tutorial? LOL it explains what you want to do... |
ok i dont know what im missing but the tutorial i saw shows you how to make a shader for a glazed donut?
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i got a donut as well by following that link, but i think the purpose of sending his you there wasn't to help you make donuts but to show you what tools and methods you could use in order to create your own dirty metal shader
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Yes, it is a donut tutorial...but you were saying you didnt want a dirty metal, but a metal with dirt on it...hence following that tutorial you could make a metail like I showed you, then add a checker texture for the dirt where you want it...
I guess whenever I do a tutorial I always just learn the steps and then change it all to make something that I need...it was just an example to get you on your way. No need to laugh at me taking time to help you solve your problems. |
i just don't think he could correlate the tutorial you sent with his own problem... they could be apples and oranges (metal with dirt vs fried cake) but they're still both considered fruit.
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no I wasnt laughing at you at all. I have built and designed a lot of shaders over the years but metals I have created have never been to the quality level I have wanted and I have come here to get more insight. All input is appreciated I just can't see me getting what I need from that particular tutorial. I would love a tutorial that created a realistic metal. Dirt, no dirt or otherwise actually.
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Well did you like any of the metals i created in this thread? I can write a tutorial on how I did those for ya if you want.
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Well if Bruticus dosent want to see how you did it, I would be interested!
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All right, I will work on it later tonight...a nice step by step so you can stop ay any point on it.
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Just wanted to post an update:
The tutorial is written...if you would like a copy please PM me your email because at the moment it is too large to post and I do not have any website to post it on... |
What a gem
Thanks Esion,
Fabulous tutorial thankyou for putting this together. Cheers Ribs. |
I don't feel you need a layered shader to do this, you could do it with a simple blinn with the correct maps. As for using procedurals: they wont offer you enough local control over what you need to do. I would use painted spec, bump and colour maps. Get all the rusty info painted into a nice large colour map, using real stock photos of rust http://www,image-after.com (obviously!) then knock your spec right down and your reflection right down. Add your dirt maps for those two parts and start to add them back in (remember that metal is all about the reflections so get your environment all set up and looking nice, use a chrome ball shader if you need to see how it's looking). Add your spec back in slowly looking to keep it to a minimum, do the same with reflection. You can add your bump or displacement after that .
It's all about the subtleness in the texture so add back in in small amounts :ninja: A |
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