Just playing around with shaders - curvature and occlusion in SOPs to make a wear shader.
In SOPs, made a little curvature vopsop. It is a vopsop to do curvature since the curvature SOP doesn't give a normalised result.
Inside the vopsop, the neighbors of a point are looped through and the dot product of the direction to a neighbor and N is averaged for all neighbors.
I shamelessly copied the idea from Dan:
And some occlusion in SOPs, done in SOPs so that it only needs to be done once for all frames
This is mashed a bit to get the result I want:
Mult the two together:
This is to represent where the surface is likely to get worn or chipped.
I started with the default reflective shader and added a displacement shader that gets the wear attribute, mults it with noise, then that goes through a contrast function to give a sharp edge. That 'matte' is exported to the surface shader to control a few things in there like reflections, colour etc.
hipnc file is here
took about 16 minutes to render that 720P frame (just a HDRI and PBR).
Here it is with the contrast centre animated in the shader:
In SOPs, made a little curvature vopsop. It is a vopsop to do curvature since the curvature SOP doesn't give a normalised result.
Inside the vopsop, the neighbors of a point are looped through and the dot product of the direction to a neighbor and N is averaged for all neighbors.
I shamelessly copied the idea from Dan:
And some occlusion in SOPs, done in SOPs so that it only needs to be done once for all frames
This is mashed a bit to get the result I want:
Mult the two together:
This is to represent where the surface is likely to get worn or chipped.
I started with the default reflective shader and added a displacement shader that gets the wear attribute, mults it with noise, then that goes through a contrast function to give a sharp edge. That 'matte' is exported to the surface shader to control a few things in there like reflections, colour etc.
hipnc file is here
took about 16 minutes to render that 720P frame (just a HDRI and PBR).
Here it is with the contrast centre animated in the shader:
this is really cool.. nice one
ReplyDeletethats looks cooooooooooool
ReplyDeletehello, how to do this after displacement please, there is no ptnum in global variables inside the shop, should we be using point clouds
ReplyDelete