Nov 27 2005, 03:09 PM
What is the secret behind realistic metal with rust?
I've tried for two days now but I haven't come up with anything good.
All I get is some gary/blackish metal wannabe with brown, bumpy dots.
Any tips are great!
Nov 27 2005, 04:41 PM
Is this closer to what you had in mind?
Nov 27 2005, 06:48 PM
Do you by chance have a material the I can use on my disk brakes, a brushed steel look (cylindrical)?
And could you answer a really dumb question for me - How do I make a material stick to the model that I applied it to? Say I have a simple four point patch that is facing the front view. I apply a material with a projection map of a vinyl material from the front. Everything looks good in quick render. Now I select the patch and rotate it 90 degrees to the left. When I render the left view, the pro. map is totally distorted because it did not rotate with the model. How do I make the projection map rotate with the model so the vinyl map will render with any rotation of the model?
Nov 27 2005, 08:45 PM
Rust varies a lot depending on what's rusting and how old it is. It streaks on vertical faces, and pools on horizontal ones, leaving blobby, spotty patterns behind. Rust infects the paint around wounds to the object. Rust gets darker the older it gets, especially so if it's on an object that gets handled a lot, like an outdoor handrail. Rust that's handled a lot is generally smoother.
Nov 27 2005, 11:36 PM
I just re-read my post in this thread and want to apologize for the hi-jack. Was very tired when I wrote it and should have started a new thread with it instead.
My apologies, Korken
Nov 28 2005, 08:51 AM
I'm looking for the sort you offten finds on old indoor-table bracket.
And b the way, are there any good material tutorials?
Nov 28 2005, 08:53 PM
I don't usually use A:M's native materials, I opt for photoshop texture maps instead. But I could point you to a few good photoshop rust tutorials.
Nov 28 2005, 10:45 PM
Nov 30 2005, 05:35 AM
I know a lot of peeps will shy away from calculated native materials mainly for the long render times. However, the free Simbiont Darktree materials are very nice. This is a quick render of the RustedPaint material.
The biggest advantage to the native materials is that they are 100% resolution independent. It does not matter how close or far away you are, the material will always render correctly. This can sometimes be a challenge when using decals.
My two cents,
Nov 30 2005, 05:45 AM
This one is rusted steel.
Both of these are just one material dumped on the whole model just to see what it looked like.
Also...yes the model is incomplete.
And...the small rivots in the first pic were added after the material and are not shaded at all.
One more thing...I just looked at these on my desktop instead of my laptop and wow is that a bright green....
Nov 30 2005, 10:36 AM
Does any1 got a nice tutorial on material making?
Nov 30 2005, 07:08 PM
Sacman, i love the second pics material. But some questions....
Darktree? where can i get it? You said it was free? is it a plugin for a:m?
Nov 30 2005, 08:28 PM
Yes it is a plugin but I have heard rumblings that it does not work for V12. I am still on 10.5r waiting for 13 before I finally upgrade so it works great for me. the Darksim website says it will work all the way up through v11.
Anyway...Go Here to download
That is the plugin in itself. It only allows you to use Darktrees and tweak with the available tweaks. It does not allow you to create your own trees.
You can then go...Here
and download the actual shader files which includes the two above.
for the actual Darktree software if you really get antsy to make your own. I have played with the demo in the past and it is sweet.
Nov 30 2005, 09:10 PM
I found a tutorial for rust. You have to download the sample textures pack from the Enhance AM main website to use the tutorial but it will allow you use the tut to make a great starter rust material. I say starter only cause I had to scale it to get it to work and I need to make some serious color changes from the basics to make it look right. But I think it will definetly get the thought process working to get what you are looking for for the rust.
Oh yeah... Here is the link
For some reason, if you adjust the bump of the root material to anything other than 'not set' it takes all of the color out of the material. I assume that it is a function of the combiner but I am fairly ignorant when it comes to materials. It may be that it screws it up on any type of material by changing it to a straight bump instead of a colored mat with a bump layer. Either way, you change the bump in the fbm combiner. There are a ton of settings that can be adjusted in that combiner to dramatically effect the material. There are six different colors that can be turned on and off. You can also adjust the specularity, reflectivity, roughness and other attributes for each of those 6 colors individually by setting the percent of affect.
All in all I think I have learned more about native materials in the last hour than I have since I got the software....things that make you go hrm...
Dec 1 2005, 02:15 PM
Thanks Sacman, much appreciatiated!!!!
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