Procedural Rust in Maya

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Old 07 July 2009   #1
Procedural Rust in Maya

How the hell do you do this in Maya?

Ambient Occlusion Rust
 
Old 07 July 2009   #2
Thanks for posting that! Fun little project.



http://www.youtube.com/watch?v=teRz-GiBYYo

I overexplained some bits just in case. Hope it helps!

Last edited by phix314 : 07 July 2009 at 11:57 PM.
 
Old 07 July 2009   #3
That's very cool that you'd do that.

One extra bit though. The real trick is towards the end of the tutorial, where I take the combination of the noise and the occlusion and then clamp the result. Does something like that exists in maya's patterns?

I'll have to link to this video from the original tutorial.

- Neil
 
Old 07 July 2009   #4
Ah the man himself!

I'm more of a child when I do tutorials, I like looking at the pictures.

Anyway- update:

As it stands now, the ambient occlusion result (ambocc) is plugged into the rust texture's alpha on the layered tex. To clamp it, create a Set Range node, mmb drag the ambocc node onto the Set Range "Value" slot, and fill in the values:

Min:0 0 0
Max:1 1 1
Old Min:.2 .2 .2
Old Max:.8 .8 .8

Then connect the out value of the Set Range back to where the ambocc used to go in the layered texture. It would seem the clamp node only clamps down, much like Photoshop's Levels. You could also use a contrast node in lieu of/along with depending on the look you desire.






New Network:





Thanks again Neil!
 
Old 07 July 2009   #5
Cool. While I do spend a lot of time in maya, it's using prman, and so I don't know the maya hypergraph nodes very well. I'll put a link to this thread from my tutorial so if other maya people want to know how to achieve the same effect they can take a peak.

- Neil
 
Old 07 July 2009   #6
Guys, I'd just like to thank you for this - brilliant!

Martin.
 
Old 07 July 2009   #7
One more addition I'd like to make-

The RemapValue node is the best parallel to what Neil did in his tutorial. By plugging the aocc result into the RemapValue "input" slot and adjusting the value graph, it's essentially the same thing.
 
Old 07 July 2009   #8
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