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GRIME-POLYS: CHEST TUTORIAL - WORN EDGES AND PROTRUDING PARTS
1) Load chest.lwo into Layout. If you do a test render (f9), you'll see that the chest model is mustard colored with no textures.
2) Go to the Surfaces panel and select "box" as your Current Surface. 3) Click on the Advanced Options tab and add Grime-Polys under Shader Plug-ins. Another test render at this point will utilize Grime-Polys' default settings. This is not the effect we are looking for so let's adjust the values. In order for Grime-Polys to work properly, objects need to be carefully modeled. Since Grime-Polys examines the relations between individual polygons, they need to have common points. To make sure there are no redundant or incorrectly joined polygons, this chest object was modeled mostly using the Bevel and Smooth Shift tools. Texturing In order to texture an object quickly and correctly we need to remember its key dimensions. In this case it is the width of the reinforcing bars (ca 25 cm). Edge The chest is supposed to have slightly lighter edges, as if paint had peeled there. The fact that angles between normals of the polygons which make up the edges are 90° will make the job much easier. To obtain such a wear effect, we'll use the Diffuse channel. 4) Open the Grime-Polys Option panel. 5) Currently the Color tab is selected and activated. Turn it off by clicking on the highlighted check mark on the Color tab. 6) Select and activate the Diffuse tab. 7) By default, each gradient has 3 keys positioned at -100, 0 and 100. We only need one Effect key for this exercise so delete keys at -100 and 100 (use the arrow buttons on either side of the first requester to move from key to key). 8) Select key 0 and set its value to 110 (the second requester). 9) Delete the -100 key in the Opacity gradient. 10) Select key 100 and type 60 in the first requester. This will reposition the key at 60.
11) Use the following settings for Edge parameters:
Because we used a Max angle of 90° and a Max value of 0.01 (in all edges the angle between normals of polygons is 90°, therefore only those values are relevant), the value set in the Start value table (here it is 1, i.e. position 100 in the gradient; see the manual for details) will be applied to an area of 1 cm in width. Since the Decay distance table Max angle was set to 90° and Max value to 0.05 cm, the effect will fall off, i.e. assume successive values of the gradient, in an area of 5 cm in width.
12) Now we will add dirt to the concave areas of the chest using a color gradient. Click on the Color tab. This will bring the Color panel to the front and activate it. 13) Leave the first key in the the Effect gradient at position -100. Set its values to R: 72 G: 52 and B: 8. 14) Leave the second key at position 0. Set its values to R: 102, G: 76 and B: 51. 15) Delete the 3rd key. 16) Move the first key in the Opacity Gradient to position -89. Leave the default value of 100. 17) Leave the second key at the default position 0. Change its value to 75. 18) Move the third key to 11 and set its value to 0. Make sure that both the Effect and Opacity gradients are using the Set 1 values.
19) Use the following settings for Crack parameters:
Your chest should now look something like this.
Like in Edge, only angles of 90° are relevant. Max value in Start distance was set to 0.1, i.e. 10 cm and in Decay distance to 0.2, i.e. 20 cm. A test rendering showed that the dirt area is too wide, therefore the Fast scaling option was set to 0.65. Edge again The effect is still unsatisfactory. Paint on the edges got worn too evenly. 20) Change the fractal settings as below
to produce a much more interesting effect.
Here all the options were set to maximum values, therefore increasing the intensity of fractal application and producing the effect of peeling paint. Finally the entire chest was finished using Fractalizer:
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