Brushed Aluminum

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ozzie
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Post by ozzie » Thu Jan 15, 2009 7:29 am

But is it possible to make scratches go also in circular random ways ?

Image

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WytRaven
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Post by WytRaven » Thu Jan 15, 2009 2:19 pm

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 :P
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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CTZn
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Post by CTZn » Thu Jan 15, 2009 2:51 pm

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.

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ozzie
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Post by ozzie » Thu Jan 15, 2009 8:57 pm

It was just my curiously, don't take it seriously :)

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Meelis
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Post by Meelis » Sat Mar 21, 2009 7:37 pm

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)?

Code: Select all

fbm(dot(getTexCoords(0)*100000.0, vec2(0.0, clamp(noise(getTexCoords(0)), 0.01, 0.05))), 8)*0.00003

Schosch
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Post by Schosch » Sat Mar 21, 2009 9:51 pm

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.

Code: Select all

fbm(dot(getTexCoords(0)*1000.0, vec2(0.0, clamp(noise(getTexCoords(0)), 1.0, 5.0))), 4)*0.0003
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.

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Meelis
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Post by Meelis » Sat Mar 21, 2009 11:56 pm

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
Brushed Aluminium fbm 10000, 0.0, 0.01, 0.05, 8, 0.00003.png
Brushed Aluminium fbm 10000, 0.0, 0.01, 0.05, 8, 0.00003.png (835.75 KiB) Viewed 6830 times

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Kram1032
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Post by Kram1032 » Mon Mar 23, 2009 9:00 am

nice mat.
To see something in that image, besides the super strong one, you'd actually need a clearer image though...

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Meelis
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Post by Meelis » Mon Mar 23, 2009 8:19 pm

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
:roll:
Attachments
Default Brushed Aluminium 2h @ 192x192 5000spp.png
Default Brushed Aluminium 2h @ 192x192 5000spp.png (57.42 KiB) Viewed 6723 times
im1237643454.png
im1237643454.png (263.49 KiB) Viewed 6762 times

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ozzie
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Re: Brushed Aluminum

Post by ozzie » Sat May 23, 2009 1:51 am

Every time I want to use shader

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
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??
Attachments
error.jpg
error.jpg (41.69 KiB) Viewed 6559 times

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fused
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Re: Brushed Aluminum

Post by fused » Sat May 23, 2009 1:58 am

ozzie wrote:Every time I want to use shader

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
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??
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.

but why dont you just try what the error suggests? use "def eval(vec3 pos)" instead of "def eval()", see if that works.

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ozzie
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Re: Brushed Aluminum

Post by ozzie » Sat May 23, 2009 2:37 am

THX, but It doesn't work ""eval(vec3) must return vec3"
I found this pdf... next two years I'll spend on translating it :/.
fused wrote:
ozzie wrote:Every time I want to use shader

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
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??
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.

but why dont you just try what the error suggests? use "def eval(vec3 pos)" instead of "def eval()", see if that works.

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fused
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Re: Brushed Aluminum

Post by fused » Sat May 23, 2009 3:13 am

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:

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)

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CTZn
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Re: Brushed Aluminum

Post by CTZn » Sat May 23, 2009 10:20 pm

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

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fused
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Re: Brushed Aluminum

Post by fused » Sat May 23, 2009 11:58 pm

uhm... it already uses infix operators? :P

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