Brushed Aluminum
That's CNC milling artifacts you have there and they aren't "random" at all but are instead the scratches left in the surface by the end mill. To do it realistically you would have to trace a path that a mill would take around an object and then "stamp" a cicular scratch pattern along the path repeatedly with only lift points having a full unadulterated copy of the circular scratch map.
I hope that made sense...much easier to visualise than to describe
I hope that made sense...much easier to visualise than to describe
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
http://www.indigorenderer.com/joomla//f ... php?t=4765
I was sure I evocated that circular thing but I didn't. Yep, the trickiest part is to get a circle drawn by isl (is that really hard anyway ?). Then I propose this pre-thing:
1- place it using UV pos for center (center can be off geo uv range ?)
2- print
3- offset radius a bit
4- repeat 2 and 3 as many times as you want parallel scratches
5- multiply with a random texture
6- repeat 1-5 as needed
Can someone see this in Indigo Shading Language ?
Or:
stretch fbm like for brushed material, create a circular gradient , use it to define fbm uvs, multiply with noise texture for unevenness. That's one scratch.
I was sure I evocated that circular thing but I didn't. Yep, the trickiest part is to get a circle drawn by isl (is that really hard anyway ?). Then I propose this pre-thing:
1- place it using UV pos for center (center can be off geo uv range ?)
2- print
3- offset radius a bit
4- repeat 2 and 3 as many times as you want parallel scratches
5- multiply with a random texture
6- repeat 1-5 as needed
Can someone see this in Indigo Shading Language ?
Or:
stretch fbm like for brushed material, create a circular gradient , use it to define fbm uvs, multiply with noise texture for unevenness. That's one scratch.
Hi
Shaders are so cool.
How mutch is indigo preview 10cm in Blender default units?
My blender object 0,027 units is about 7-10 cm.
Shold i scale noise (has one noise particle size / or the sum of noise)?
Shaders are so cool.
How mutch is indigo preview 10cm in Blender default units?
My blender object 0,027 units is about 7-10 cm.
Shold i scale noise (has one noise particle size / or the sum of noise)?
Code: Select all
fbm(dot(getTexCoords(0)*100000.0, vec2(0.0, clamp(noise(getTexCoords(0)), 0.01, 0.05))), 8)*0.00003
1 Blender unit equals 1 meter.
So 10 cm = 0.1 Blender units.
Your scene scale should be set to about 4.0 x 10^0.
1000 and 4 control the number of scratches, 1.0 and 5.0 control the minimal and maximal length of the scratches, 0.0003 represents the depth.
So 10 cm = 0.1 Blender units.
Your scene scale should be set to about 4.0 x 10^0.
Code: Select all
fbm(dot(getTexCoords(0)*1000.0, vec2(0.0, clamp(noise(getTexCoords(0)), 1.0, 5.0))), 4)*0.0003
My Brushed Aluminium looks like this.
Code: Select all
fbm(dot(getTexCoords(0)*100000.0, vec2(0.0, clamp(noise(getTexCoords(0)), 0.01, 0.05))), 8)*0.00003
- Attachments
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- Brushed Aluminium fbm 10000, 0.0, 0.01, 0.05, 8, 0.00003.png (835.75 KiB) Viewed 6830 times
Thanks!
I was wondering if there is a way to a apply noise scratches over faces continuously in 2D surface. So scratch will continue on next face. Because some faces are really small and i don't want to set scratch shorter than smallest face.
But maybe i have to render longer because the preview on Materials DB is ok.
I set my worldscale 2.7027 *10^0 because my door H was 74cm in blender.
So scratch 0.03 is about ~8.1cm (~3.2 in) in worldscale.
Some extremely small faces will be black if scratches are larger. I assume they need rendering time.
------------
I had some inverted normals.
1 more test default material 192x192 pix 2h 5000.spp
I was wondering if there is a way to a apply noise scratches over faces continuously in 2D surface. So scratch will continue on next face. Because some faces are really small and i don't want to set scratch shorter than smallest face.
But maybe i have to render longer because the preview on Materials DB is ok.
I set my worldscale 2.7027 *10^0 because my door H was 74cm in blender.
So scratch 0.03 is about ~8.1cm (~3.2 in) in worldscale.
Some extremely small faces will be black if scratches are larger. I assume they need rendering time.
------------
I had some inverted normals.
1 more test default material 192x192 pix 2h 5000.spp
- Attachments
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- Default Brushed Aluminium 2h @ 192x192 5000spp.png (57.42 KiB) Viewed 6723 times
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- im1237643454.png (263.49 KiB) Viewed 6762 times
Re: Brushed Aluminum
Every time I want to use shader
I get this error.
But... what's worse I can't find anything on forum, almost every link leads me to index page... there's just nothing now!WHERE'S JOOMLA??
And where I can find "tutorial" or manual how to write shaders??
Code: Select all
def eval() real :
fbm(dot(getTexCoords(0)*1000.0, vec2(0.0, clamp(noise(getTexCoords(0)), 1.0, 5.0))), 4)*0.0003
But... what's worse I can't find anything on forum, almost every link leads me to index page... there's just nothing now!WHERE'S JOOMLA??
And where I can find "tutorial" or manual how to write shaders??
- Attachments
-
- error.jpg (41.69 KiB) Viewed 6559 times
Re: Brushed Aluminum
joomla is gone for good. for a manual and reference you should have a look at the indigo manual.pdf, comes with every indigo version. there is no tutorial yet.ozzie wrote:Every time I want to use shader
I get this error.Code: Select all
def eval() real : fbm(dot(getTexCoords(0)*1000.0, vec2(0.0, clamp(noise(getTexCoords(0)), 1.0, 5.0))), 4)*0.0003
But... what's worse I can't find anything on forum, almost every link leads me to index page... there's just nothing now!WHERE'S JOOMLA??
And where I can find "tutorial" or manual how to write shaders??
but why dont you just try what the error suggests? use "def eval(vec3 pos)" instead of "def eval()", see if that works.
Re: Brushed Aluminum
THX, but It doesn't work ""eval(vec3) must return vec3"
I found this pdf... next two years I'll spend on translating it :/.
I found this pdf... next two years I'll spend on translating it :/.
fused wrote:joomla is gone for good. for a manual and reference you should have a look at the indigo manual.pdf, comes with every indigo version. there is no tutorial yet.ozzie wrote:Every time I want to use shader
I get this error.Code: Select all
def eval() real : fbm(dot(getTexCoords(0)*1000.0, vec2(0.0, clamp(noise(getTexCoords(0)), 1.0, 5.0))), 4)*0.0003
But... what's worse I can't find anything on forum, almost every link leads me to index page... there's just nothing now!WHERE'S JOOMLA??
And where I can find "tutorial" or manual how to write shaders??
but why dont you just try what the error suggests? use "def eval(vec3 pos)" instead of "def eval()", see if that works.
Re: Brushed Aluminum
where are you using it? in a <blend>, <bump>, <exponent>, <albedo>, or whatever?
basically blend, bump and exponent expect real as a return value, displacement, too, but without the "vec3 pos" as a parameter. albedo expects a vec3 as the return value. if youre using it in an albedo try this:
basically blend, bump and exponent expect real as a return value, displacement, too, but without the "vec3 pos" as a parameter. albedo expects a vec3 as the return value. if youre using it in an albedo try this:
Code: Select all
def eval(vec3 pos) vec3 :
vec3(fbm(dot(getTexCoords(0)*1000.0, vec2(0.0, clamp(noise(getTexCoords(0)), 1.0, 5.0))), 4)*0.0003)
Re: Brushed Aluminum
Hey fused, I'm sorry to bug you with that, but could you please provide the version using infix operators for reference ? Maybe that would be less scary for the many, including me.
obsolete asset
Re: Brushed Aluminum
uhm... it already uses infix operators?
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