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View Full Version : Small Scratch - "Ghost Scratch" Shader - What and Where use


PauloSampaio
02-25-2010, 02:15 PM
Hi everyone.

... So yesterday i was wondering about some micro details of some kinds of materials in real world that i dont know how to reproduce it in CG.

I observed there is some kinds of details, that I dont know what kind of map should i use to do it, and even if i known it, I´m not sure where to put that map ... i´m reffering to real small scratches... and some kind of thing that just appear when light hits it...

I google for some examples...

http://auto-fresh.co.uk/images/audi%20tt%20005.jpg
http://www.cuetopia.net/pics/8ball003a.jpg
http://www.cuetopia.net/pics/8ball003a.jpg

take a look to this circle centric specular with this small "lines"... how to reproduce it? it is bump map? anisotropic map? glossiness map? reflect map? a combination of all of theM?

Transparent Material
In this case, transparent material... there are two kinds of scratches.

regular scratches= depth scratch, clearly is affected by some bump map, and get a white color...
small scratches= just appear when light hits... and when transparent is some white color visible...
http://redsergegifts.com/shop/images/Acrylic%20Waterfall%20H.jpg

and the last one: What should i do to get this effect?

finger prints, and some "hand manipulation marks".

http://upload.ecvv.com/upload/Product/200801/C200781518637719555_Acrylic_Sign_Holder.jpg

yeah... yeah i know its really confuse...

Can someone give some cg example, or explanation?

Thanks

Sorry Bad english

conio
02-25-2010, 03:22 PM
Hmm, I guess you could do these kind of materials with the usual combination of maps for the different channels (diffuse, spec, gloss, transparency, anisotropy, etc.).
But you will have to use procedurals or very large bitmaps to capture all this details. And, of course, the sampling will have to be... well... VERY HIGH!!! But, in the end, I think it's (just) a matter of the level of detail, since you can always "zoom in" until you reach a microscopic
level, which is in essence what basic shading models do...

Another way to achieve this might be to do it in compositing. Maybe rendering out normal and uv passes to layer some maps on top of the rendered images... I don't have experience in that though. Just saw something like this in a making of some time ago...

PauloSampaio
02-25-2010, 04:11 PM
Hmm, I guess you could do these kind of materials with the usual combination of maps for the different channels (diffuse, spec, gloss, transparency, anisotropy, etc.).
But you will have to use procedurals or very large bitmaps to capture all this details. And, of course, the sampling will have to be... well... VERY HIGH!!! But, in the end, I think it's (just) a matter of the level of detail, since you can always "zoom in" until you reach a microscopic
level, which is in essence what basic shading models do...

Another way to achieve this might be to do it in compositing. Maybe rendering out normal and uv passes to layer some maps on top of the rendered images... I don't have experience in that though. Just saw something like this in a making of some time ago...

thanks conio! its starts to be more clean in my mind.

but I have two more questions:

Why it will have to be a very high sampling?
and for example how this map will look like in anisotropy channel ?

conio
02-25-2010, 05:31 PM
So for the anisotropy channel, try searching some tutorials on brushed metals and/or search for the architectual shaders guide from master zap. here is a pretty good explanaion on that.

For the sampling: Well, the higher he sampling is, the more details you will get (and the "smoother" the result will be), and that is essentially what you'd want here...DETAILS.

Harthorg
02-25-2010, 08:54 PM
http://area.autodesk.com/tutorials/photorealistic_anisotropy_with_mental_ray_for_maya

Anisotrophy tutorial.

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