General discussion about Indigo Materials - material requests, material developement, feedback, etc..
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ozzie
- Posts: 126
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- Location: Poland
Post
by ozzie » Mon Jan 12, 2009 11:43 pm
so, this time I've got new problem which (as usually) I don't know how to solve :/
not sure is there a problem with bump map or in other setting :/
I'm trying to make brushed aluminum and I don't know how to make it right. This is what I've done so far.
I was trying to do exactly as it was done in here:
http://www.indigorenderer.com/joomla/fo ... ht=brushed
I just used different map, and what ever I'll do I still have those black lines. I was trying to make it with 0.005 up to 0.01 bump but still nothing :/
HELP!
Code: Select all
<material>
<name>Material</name>
<phong>
<exponent>
<constant>10000</constant>
</exponent>
<ior>1.60838</ior>
<nk_data>nkdata\al.nk</nk_data>
<texture>
<path>I:\Documents and Settings\Ozzie\Pulpit\HT_Brush.jpg</path>
<uv_set>uv</uv_set>
<exponent>2.200000</exponent>
<a>0.001</a>
<b>0.001</b>
<c>0.001</c>
</texture>
<diffuse_albedo>
<constant><rgb>
<rgb>0.8 0.8 0.8</rgb>
<gamma>2.2</gamma>
</rgb></constant>
</diffuse_albedo>
<bump>
<texture>
<texture_index>0</texture_index>
</texture>
</bump>
</phong>
</material>
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Attachments
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- render
- im1231759051.png (540.95 KiB) Viewed 24154 times
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- material
- HT_Brush.jpg (1.28 MiB) Viewed 24161 times
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Zom-B

- Posts: 4701
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Contact:
Post
by Zom-B » Tue Jan 13, 2009 12:15 am
just use the B value for scaling the bump, A & C are more complicated to explain let them on 1, your line problem seems to come from there
try not to use a BumpMap, but a exponent Map for your material with a B value of about 100.
polygonmanufaktur.de
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CTZn
- Posts: 7240
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- Location: Paris, France
Post
by CTZn » Tue Jan 13, 2009 1:03 am
Two things: as Zom-B mentioned the B (gain) value is way too strong, and bump technology is not well suited to work on aliased textures, blur it ! Actually black on white is worse than everything, that's where the issue comes from mostly. Bump needs shades to define a surface normal direction.
For bump and displacement a texture exponent of 1 is generally wanted, since exponent will change the bump slope. 2.2 is good for wavelength- dependent parameters (aka colors).
edit: ah well you beat me at it...
Last edited by
CTZn on Tue Jan 13, 2009 1:09 am, edited 2 times in total.
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ozzie
- Posts: 126
- Joined: Thu Sep 06, 2007 12:22 pm
- Location: Poland
Post
by ozzie » Tue Jan 13, 2009 1:04 am
I've used this same texture, but changed a little bit.
Thirst two objects from left are made just as it shown in blendigo, the last cube is just an PHONG al.nk with exponent map with B 100
I hope it will be fine :/
The Aluminum2 material code:
Code: Select all
<material>
<name>aluminum2</name>
<phong>
<exponent>
<constant>10000</constant>
</exponent>
<ior>1.60838</ior>
<nk_data>nkdata\Al.nk</nk_data>
<texture>
<path>I:\Documents and Settings\Ozzie\Pulpit\HT_Brush2.jpg</path>
<uv_set>uv</uv_set>
<exponent>2.200000</exponent>
<a>0</a>
<b>100</b>
<c>1</c>
</texture>
<diffuse_albedo>
<constant><rgb>
<rgb>0.8 0.8 0.8</rgb>
<gamma>2.2</gamma>
</rgb></constant>
</diffuse_albedo>
<exponent>
<texture>
<texture_index>0</texture_index>
</texture>
</exponent>
</phong>
</material>
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Attachments
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- material
- HT_Brush2.jpg (840.52 KiB) Viewed 24130 times
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- render
- im1231763315.png (867.99 KiB) Viewed 24132 times
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SmartDen

- Posts: 999
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- Location: Canary Islands
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Contact:
Post
by SmartDen » Tue Jan 13, 2009 1:51 am
i think one can make such brushed metal with shaders. so you don't need any textures
Check normals, dude!

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ozzie
- Posts: 126
- Joined: Thu Sep 06, 2007 12:22 pm
- Location: Poland
Post
by ozzie » Tue Jan 13, 2009 2:30 am
But.. you must know how to write them

and I'm "OUT" at shader's topic

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Schosch

- Posts: 23
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- Location: Germany
Post
by Schosch » Tue Jan 13, 2009 7:39 am
Code: Select all
def eval() real :
fbm(dot(getTexCoords(0)*1000.0, vec2(0.0, 0.75)), 4)*0.0003
This shader stretches the fbm noise in a certain direction.
The factor after getTexCoords (1000.0) controls the general noise scale (the higher the smaller), the values of vec2 control the direction and the length of the scratches, the value after vec2 (4) sets the number of noise octaves (and thereby the amount of detail) and the factor at the end (0.0003) controls the depth of the bump effect.
I have added this to the MatDB:
Brushed aluminium
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Attachments
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- see above
- im1231784611.png (391.49 KiB) Viewed 24063 times
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ozzie
- Posts: 126
- Joined: Thu Sep 06, 2007 12:22 pm
- Location: Poland
Post
by ozzie » Tue Jan 13, 2009 8:31 am
Schosch wrote:Code: Select all
def eval() real :
fbm(dot(getTexCoords(0)*1000.0, vec2(0.0, 0.75)), 4)*0.0003
This shader stretches the fbm noise in a certain direction.
The factor after getTexCoords (1000.0) controls the general noise scale (the higher the smaller), the values of vec2 control the direction and the length of the scratches, the value after vec2 (4) sets the number of noise octaves (and thereby the amount of detail) and the factor at the end (0.0003) controls the depth of the bump effect.
I have added this to the MatDB:
Brushed aluminium
That's it? just one line? You must be joking!?
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Schosch

- Posts: 23
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Post
by Schosch » Tue Jan 13, 2009 8:42 am
Actually there are two lines...
No, really, that is everything, you can try it out for yourself if you didn't already.
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ozzie
- Posts: 126
- Joined: Thu Sep 06, 2007 12:22 pm
- Location: Poland
Post
by ozzie » Tue Jan 13, 2009 8:44 am
Schosch wrote:Actually there are two lines...
No, really, that is everything, you can try it out for yourself if you didn't already.
all ready done it

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ozzie
- Posts: 126
- Joined: Thu Sep 06, 2007 12:22 pm
- Location: Poland
Post
by ozzie » Tue Jan 13, 2009 9:03 am
Schosch wrote:Actually there are two lines...
No, really, that is everything, you can try it out for yourself if you didn't already.
Why I'm not so clever as you :/

buuu ;(
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Juniorsatan
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Contact:
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by Juniorsatan » Tue Jan 13, 2009 9:34 am
Whenever i see these Materials who were build by 2 lines code, I got a missin' feeling of a nice & easy tutorial which explaines the conecept and the setup of the functions etc. Damn it, nice to see that we can build those mats without any texture.
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ozzie
- Posts: 126
- Joined: Thu Sep 06, 2007 12:22 pm
- Location: Poland
Post
by ozzie » Tue Jan 13, 2009 10:20 am
Yes, but if there would be some tutorial for it like "hello word" the live would be much easier:)
"Hello Word" in Indigo :/ Sound nice

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Kram1032
- Posts: 6649
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- Location: Austria near Vienna
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by Kram1032 » Wed Jan 14, 2009 9:47 am
Interesting would be, if another bfm-layer (with different seed) somehow controls that stretch, "randomizing the stretch-distance" - if that's at all possible^^
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Schosch

- Posts: 23
- Joined: Mon Feb 11, 2008 3:26 am
- Location: Germany
Post
by Schosch » Thu Jan 15, 2009 6:32 am
Interesting would be, if another bfm-layer (with different seed) somehow controls that stretch, "randomizing the stretch-distance" - if that's at all possible^^
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've changed the shader code so that the scratches now have a more or less random length.
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Attachments
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- im1231949024.jpg (89.57 KiB) Viewed 23926 times
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