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GRIME-NURBS: BARREL TUTORIAL - WORN EDGES AND PROTRUDING PARTS
This tutorial shows how in Grime-Nurbs the effect of worn / tarnished edges is obtained. The trick consists in defining the wear effect as the original texture (here it is steel visible from under peeled paint) and the 'main' texture (here it is paint) as dirt. 1) Load barrel.lwo into Layout. A test render (f9) will show that the barrel already has shiny metallic surface attributes.
2) In the Surface panel set beczka as the Current Surface (if it is not already selected) and apply Grime-Nurbs under Shader Plug-ins in the Advanced Options tab. 3) Open the Options panel for Grime-Nurbs and input these values:
In Grime, Max dust size was set to 0.25. Generally, the best results are obtained when Max dust size is about one third of the object size. The Peak pos, Peak scale, Zero scale and Max Scale options settings determine that fractal is to be applied on the entire object (see the manual for details). 4) In the Color tab, set the color gradient to uniform red. The manner of applying the effect is controlled by the opacity gradient.
Now your barrel should look something like this.
The barrel looks like it was splashed with paint. 5) To produce the wear effect, modify the opacity gradient as below.
6) Using the button to the right of the Opacity gradient, copy the Opacity gradient values from the Color tab. 7) Select the Speculartity tab (this will also activate it). Now use the Paste button to the right of the Opacity gradient to paste the values from the Color tab's Opacity gradient. 8) In the Effect gradient, delete two of the keys. Set the value for the third Effect key to 100 if it is not already. Your barrel should now look something like this:
Congratulations! Now you have a painted barrel complete with exposed metal around the worn edges. |