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
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