KeyShot Forum

Gallery => Amazing Shots => Topic started by: Despot on December 13, 2015, 02:01:22 PM

Title: Edge Damage 2 : Return Of The Bare Metal
Post by: Despot on December 13, 2015, 02:01:22 PM
This is my attempt at painted metal with wear and tear showing bare metal underneath

Done solely in the Material Graph with just 3 nodes

J
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: TpwUK on December 13, 2015, 04:57:30 PM
That's some super MatGraph work J - I favour the thinner edge damage of the hexapod but they both look great :)

Martin
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: bronson on December 14, 2015, 12:05:45 AM
Beautiful!
Pls share on KS Cloud.

Bronson
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: jhiker on December 14, 2015, 01:14:05 AM
Superb. I'd love to know how you did that. Especially like the hexapod!
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: LM6 on December 14, 2015, 01:25:29 AM
These look very nice John, I've been playing around with wear and tear myself using Substance Painter masks, haven't really got fully into the material graph yet so would be interested to know how you set this up?

Cheers

Peter
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: Esben Oxholm on December 14, 2015, 03:16:47 AM
Looking really great John.
I think you did a superb job here.
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: Despot on December 14, 2015, 02:28:12 PM
Thanks everybody... here's another example and the Material Graph

I cannot share the material because it uses textures that are not mine to redistribute, but the Mat Graph is quite simple really

Curvature is driving the IOR index of the Paint material, with a transparent .PNG controlling the 'Positive'  parameter

Changing the 'cut-off' and amount allows you to control the amount of damage and the type of  texture you use as the transparent .PNG lets you choose a damage 'type' I suppose, for me, scratch or grunge textures work best.

Changing the brightness value of the texture gives you a brighter metal, also changing texture scale has a profound effect.

That's about it really, at the moment I'm still experimenting - Oh, and it doesn't seem to work brilliantly on every model, it can be a little tricky

Excuse the shitty handwritten labels on the Mat Graph screenshot - I should have been a doctor...

J
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: TpwUK on December 14, 2015, 08:26:15 PM
Beautifully simple, brilliantly effective - Wonderfully delivered ... I am impressed Doctor J Despot :)

Martin
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: LM6 on December 15, 2015, 03:58:33 AM
Thanks for sharing the material graph shot John

Cheers

Peter
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: soren on December 15, 2015, 05:43:03 AM
Very nice. A suggestion:

Instead of increasing the brightness of the texture map, you can use a "Color To Number" node to more easily control the conversion to a refractive index (place after curvature node). Then you can specify a range e.g. 1.5 to 10. Currently you will get a range between 0 and 10 as far as I can tell and an index of refraction of less than one is rarely encountered in practice (unless you live under water or in a solid block of glass).

Søren
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: Justin M on December 15, 2015, 06:29:49 AM
Those look really nice! Good work!
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: Will Gibbons on December 15, 2015, 06:19:32 PM
Dang. These are so slick! I was trying to figure out how to achieve this effect but hadn't quite got it yet. This helps immensely. Thanks for sharing so much and fantastic results!
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: Juan_Martin on December 15, 2015, 11:09:12 PM
Great work on that shader! And many thanks for sharing it !!
Title: Re: Edge Damage 2 : Return Of The Bare Metal
Post by: fario on December 16, 2015, 01:17:25 AM
thank you so much for sharing.

It's really very interesting!

Antoine