Scratches - specularity

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Nordrik
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Scratches - specularity

Post by Nordrik » Thu Apr 10, 2008 5:14 am

Hiya, i've put texture of scratches on my car's body and set it in blendigo as bumpmap and exponent(in blender 'map to' options i've pressed nor and spec) but these scratches looks strange, because light doesn't penetrate them(they should've white color inside)
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5OnIt
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Post by 5OnIt » Thu Apr 10, 2008 5:38 am

Blender options are ignored for materials, so 'nor' and 'spec' aren't going to do anything for you.

In Blendigo, I would say you have 2 options available to you if you want your scratches to show depth and a different color.

1: Make a blended material. One of your car's paint color and one of 'Null'. with a grey, primer material underneath. Of course you'll need a mixmap. You could probably get away with using the same image for the Bump and the Mix.

2: UV map an image texture for the car with scratches and all, then add the bump map.

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delic
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Post by delic » Tue Apr 15, 2008 9:10 pm

UV unwrap your car !
It takes some time to do, but then you can really texture it as you want.
Adding flames, dust, rust, dirt, bumps, scratches, etc ...
You can then also use the baking, if it's made clean.

Baking occlusion can give you a nice base dirt map !

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joegiampaoli
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Post by joegiampaoli » Tue Apr 15, 2008 9:48 pm

Maybe your map is inverted? Instead of scratches maybe bumps?
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maarc
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Post by maarc » Fri Apr 18, 2008 1:48 am

Hmmm ... Maybe first, coul'd You make a region render of Your scratches and let it renders some time, one hour or two, in order to see more precisely what's happen ...
Second, maybe the bump heights values are inverted ?

You coul'd try to invert Your image in some 2D program' and make another test render ...
Have no other idea ... :?

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