Procedural Scratch Maps?

General discussion about Indigo Materials - material requests, material developement, feedback, etc..
Post Reply
11 posts • Page 1 of 1
User avatar
Whaat
Developer
Posts: 1824
Joined: Fri Dec 22, 2006 6:15 am
Location: Canada
Contact:

Procedural Scratch Maps?

Post by Whaat » Mon Aug 11, 2008 10:23 am

So..is it possible to create a procedural scratch map using the indigo shader language? Does anyone want to take a shot at creating one? Ono...can you help out here? :)

User avatar
Olis
Posts: 215
Joined: Tue Mar 20, 2007 6:46 am
Location: Stockholm, Sweden

Post by Olis » Mon Aug 11, 2008 10:30 am

It would be quite wonderful :D
Your lights stand no chance against the Indigo sun!

Deus
Posts: 336
Joined: Sun Feb 04, 2007 3:47 am

Post by Deus » Tue Aug 12, 2008 2:51 am

Search before posting thanks

Tay Zonday err I mean Ono Sendai has already made it. Don't know if it renders properly with available version

http://www.indigorenderer.com/joomla/fo ... 8&start=75

User avatar
cpfresh
Posts: 501
Joined: Thu Jun 14, 2007 12:20 pm
Location: California, USA
Contact:

Post by cpfresh » Tue Aug 12, 2008 9:17 am

sorry if i dont agree with you deus, but thats not what i think of when i hear scratch map. scratch map to me would be a bunch of random scratches in some random directionsn -- certainly not covering the entire object. more like typical wear and tear. great suggestion whaat. sounds like tricky math to me :0

User avatar
OnoSendai
Developer
Posts: 6182
Joined: Sat May 20, 2006 6:16 pm
Location: Newcastle upon Tyne, UK
Contact:

Post by OnoSendai » Tue Aug 12, 2008 9:34 am

A purely procedural scratch map as described by cpfresh would be quite tricky, I think. However I think it could be done using a source texture of a scratch, perhaps repeated randomly over the surface.

User avatar
Whaat
Developer
Posts: 1824
Joined: Fri Dec 22, 2006 6:15 am
Location: Canada
Contact:

Post by Whaat » Tue Aug 12, 2008 10:18 am

thanks ono...cpfresh got it right.

methinks we need a random number generator in the indigo shader language. :)

User avatar
OnoSendai
Developer
Posts: 6182
Joined: Sat May 20, 2006 6:16 pm
Location: Newcastle upon Tyne, UK
Contact:

Post by OnoSendai » Tue Aug 12, 2008 10:20 am

Whaat: there's functions for generating procedural noise.

Deus
Posts: 336
Joined: Sun Feb 04, 2007 3:47 am

Post by Deus » Tue Aug 12, 2008 12:00 pm

To be honest the BEST way of using procedurals is to add high frequency information to textures. What I mean you have the basic shapes in the texture and modulate it using procedurals.

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Tue Aug 12, 2008 12:55 pm

Maybe one can declare pairs of points on a surface within a given UV range (length of scratches), then interpolate UVs from one to the other. If sample is on marked UV (+/- scratch width), then draw scratch color.

Or draw a point and stretch its UVs...

:) :?:
obsolete asset

v_mulligan
Posts: 126
Joined: Wed Nov 28, 2007 9:16 am

Post by v_mulligan » Wed Aug 13, 2008 6:15 am

You might want to take a look at the procedural scratch maps that are achievable with DarkTree Textures. Maybe someone can guess how that algorithm works and reverse-engineer something similar.

I know a few tricks for making scratch maps in the Renderman shading language. Maybe some of them will carry over to Indigo...

neo0.
Posts: 1784
Joined: Thu Feb 28, 2008 7:11 am
Location: the US of A

Post by neo0. » Sun Aug 17, 2008 9:33 pm

Whaat, are there plans to incorperate ono's new shaders into the next skindigo release?

Post Reply
11 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 3 guests