View Full Version : how do i create dirty glass
quyeno 06-08-2004, 06:22 PM hi,
I was wondering if anyone knows hows to create dirty stained glass. I've got a model and a glass shader and i've also created some grunge maps which i like the look off. now i'm stumped on how to go about using the grunge map to create opaque dirty stains on the glass such that it the stains also affect the reflectivity, specular ,etc.. any pointers would be great.
thanks
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jeremybirn
06-09-2004, 11:47 AM
Sometimes scanning a piece of plastic or wax paper in a flatbed scanner can give a good source map, especially if it has water marks, dust, etc. Then apply the map to the transparency or reflectivity of the glass, and that'll trigger more of a diffuse/specular response in some areas.
-jeremy
Ian Jones
06-09-2004, 01:26 PM
software please? *sigh*...
quyeno
06-09-2004, 09:36 PM
jeremy - thanks, i'll give that a try. the wax paper is a great idea.
Ian - i'm using maya 5.01
thanks guys
quyeno
Ghostscape
06-10-2004, 06:35 AM
Basically you use those grunge maps as masks for your specular level, reflection level, opacity level, etc. I use max, so I could tell you how to do that in max, but I have no idea what software you're using. It's just a matter of using your grunge map to mask off the dirty parts (when you load it as a opacity map, for example, white will be opaque, and black will be clear, so your opacity map will consist of a dark grey with white dirt on it). For your reflectivity map (not an environment map) you'll have light grey on your glass with black dirt. Same thing for your spec map. Then you'll have a color map that will be the glass color with dirt painted on it.
Hopefully this is helpful.
quyeno
06-14-2004, 09:35 PM
thanks ghost.
Sorath
01-08-2006, 11:21 AM
hi!
is it possible to do this with an mr_dielectric material too?
having difficulties, because i'm using the glasshader from highend, and there's just a node mapped in transparency and reflectivity channel, so i am not able to plug another node to it, i think!?
does anyone have a ready dirt-glassshader network?
thx
Bastian
Sorath
01-08-2006, 12:47 PM
i've solved the problem, blending the two shaders together with an layered shader, is not really looking that realistic, but it's ok..
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