Weathered by time - procedural only - shader available

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arc en ciel
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Weathered by time - procedural only - shader available

Post by arc en ciel » Wed Jul 06, 2016 1:02 am

Hello,
here some tests I did using free scanned models from http://threedscans.com/,
it's all isl based, since I can't write ISL from scratch, I hacked all codes from material's database and codes found in the forum.
The idea is to smear, add dirts, damage by water, give appearence to polish non_homogenous manner.
It's basically some multi-coating shaders blended together :mrgreen:

have a super day

EDIT :
a variation tweaking snow/rough shader, I add color's pickers for shades and try differents function in Zangle, I can't get a gradient in x direction by now...
Image
Attachments
LCV1S_snow_31m_608spp_624ksps.jpg
bressant_24m_620spp_824ksps_gaas041t.jpg
statuettes_1h8_2205spp_660ksps.jpg
statuettes_49m_944spp_614ksps.jpg
delaunay_v1b_166spp.jpg
Bressants_2shaders_v2b_v2_21m_240spp_585ksps_biDir_clampOn.jpg
4Bressants_4shaders_47m_321spp_495ksps_biDir.jpg
Bresant_shaderLCv1_26m_320spp_871ksps_biDir.jpg
Bresant_shaderLCv2_22m_573spp_546ksps_biDir.jpg
Last edited by arc en ciel on Mon Jul 11, 2016 4:38 am, edited 1 time in total.

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Jay-ko
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Re: Weathered by time - damaged by water - procedural only

Post by Jay-ko » Wed Jul 06, 2016 3:01 am

Really nice! thanks a lot
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FakeShamus
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Re: Weathered by time - damaged by water - procedural only

Post by FakeShamus » Wed Jul 06, 2016 3:15 am

very nice!
for directional control, look at the code of this one:
http://www.indigorenderer.com/materials/materials/1132

or this one:
http://www.indigorenderer.com/materials/materials/1133

"snow cover rough" was the initial experiment and I improved it later :wink:

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pixie
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Re: Weathered by time - damaged by water - procedural only

Post by pixie » Wed Jul 06, 2016 5:48 am

arc en ciel wrote:Hello,
here some tests I did using free scanned models from http://threedscans.com/,
it's all isl based, since I can't write ISL from scratch, I hacked all codes from material's database and codes found in the forum.
The idea is to smear, add dirts, damage by water, give appearence to polish non_homogenous manner.
It's basically some multi-coating shaders blended together :mrgreen:

have a super day

EDIT :
a variation tweaking snow/rough shader, I add color's pickers for shades and try differents function in Zangle, I can't get a gradient in x direction by now...
Image
Tonight when you're sleeping I will sneak into your computer and will steal this material of yours, it's amazing! :D

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galinette
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Re: Weathered by time - damaged by water - procedural only

Post by galinette » Wed Jul 06, 2016 7:04 am

What about a procedural pigeon dump shader?
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lycium
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Re: Weathered by time - damaged by water - procedural only

Post by lycium » Wed Jul 06, 2016 11:47 am

awesome material!

the bird poop will eventually be possible etienne : D i guess isl needs a raycast function, to detect silhouettes above the surface points.

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snorky
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Re: Weathered by time - damaged by water - procedural only

Post by snorky » Wed Jul 06, 2016 8:08 pm

:lol: :lol: :lol: :lol:
galinette wrote:What about a procedural pigeon dump shader?

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Originalplan®
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Re: Weathered by time - damaged by water - procedural only

Post by Originalplan® » Wed Jul 06, 2016 8:32 pm

pixie wrote:Tonight when you're sleeping I will sneak into your computer and will steal this material of yours, it's amazing! :D
:D :D

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arc en ciel
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Re: Weathered by time - damaged by water - procedural only

Post by arc en ciel » Fri Jul 08, 2016 2:39 pm

hello,
thank's all.
@ FakeShamus : yes, I'll have a look to your mats :D . Some cool formulas for gradients come from sloopy-paint by Fused and dryingSpeed / Thickness system by CTZn... ISL by ONO and Galinette are really inspired too... and all other people :)
and now some images, without postprod, maybe a little too colorful :mrgreen:
Attachments
BlendLC_v1S_poussiere3e_xy.jpg
3R_46m_892spp_619ksps.jpg
Blend_solarize_3R_7m32_778spp_3300ksps.jpg
bouteilleRougeProjection_43m_1806spp_554ksps.jpg

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arc en ciel
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Re: Weathered by time - procedural only - shader available

Post by arc en ciel » Mon Jul 11, 2016 4:50 am

hello,

I share with you a simplified version of this shader :wink:
reference image is AEC_LS

ISL in blend channel is used for manage the fusion between Mat A and Mat B
ISL inside color channel or exponent channel manage color, I try a clamp in global output for simulate density.

probably some of you will recognize their codes :lol:
Attachments
MetalOxyVerticalDensityG.jpg
MetalOxyVerticalDensityR.jpg
MetalOxyVerticalDensityLif.jpg
nkOS.jpg
nkV.jpg
nkW.jpg
nkY2o3.jpg
znse.jpg
AEC_LS.igm
(6.46 KiB) Downloaded 264 times
AEC_LS.jpg

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arc en ciel
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Re: Weathered by time - procedural only - shader available

Post by arc en ciel » Fri Jul 15, 2016 9:42 am

with meanCurvature(), v.3.8.5
Attachments
corbeilleFruits_3376spp_555ksps_4h30.jpg

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OnoSendai
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Re: Weathered by time - procedural only - shader available

Post by OnoSendai » Fri Jul 15, 2016 9:50 am

fantastic :)

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CTZn
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Re: Weathered by time - procedural only - shader available

Post by CTZn » Wed Aug 17, 2016 3:52 am

Nice serie, I like the simple stained polished metal fom statuettes_49m_944spp_614ksps.jpg.

You could add a vertically stretched noise to mix angles in order to smear the effect and avoid neatly bordered regions.
obsolete asset

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zeitmeister
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Re: Weathered by time - procedural only - shader available

Post by zeitmeister » Wed Aug 17, 2016 6:03 am

This is so cool!


Cheers, zeiti
Cheers, David



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arc en ciel
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Re: Weathered by time - procedural only - shader available

Post by arc en ciel » Wed Aug 17, 2016 10:09 am

CTZn wrote:Nice serie, I like the simple stained polished metal fom statuettes_49m_944spp_614ksps.jpg.

You could add a vertically stretched noise to mix angles in order to smear the effect and avoid neatly bordered regions.
the stained polished metal guy on the right ? it's a live-tweak result and I don't save it... it looks like a coat with ISL in Thickness with phong substrate maybe AG or CR...
I try to reproduce it here, but I could not not prevent me to put some ISL in Roughness too, so disable it for have only peaks-and-valleys effect, I named it SC_crevasses_Metal.igm. "Crevasses cursor in Thickness chanel increase or dicrease solarize effect Image
http://www.taringa.net/post/arte/181612 ... brick.html
--thank's all
Attachments
SC_crevasses_Metal.igm
(2.37 KiB) Downloaded 253 times
SC_crevasses_Metal.jpg

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