Upon Further Reflection - When Blue Nodes Turn to Gold

Started by fleetwood, September 04, 2016, 11:13:04 AM

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fleetwood

#15
Quote from: inkydigit on September 05, 2016, 06:17:33 PM
This looks awesome, I wish I could work out how you did this!
:)

Thanks for all the comments.
This is a view of the surface of a Terragen sphere where the sphere's default shader displacement function is driven by a combination of 3d and 4d Perlin noise. Then that resulting shape has additional small complexity added with a warp input driven by power fractal.

The Perlin noise drives the roughness function and the translucency function. The scalar complement* of the noise drives the reflectivity function. For the metallic characteristics the refractive index is set to 9.0. The gold color comes from the yellow orange color set in reflection tint and the diffuse color of the sphere is actually the blue green which only shows through in a few places. There is no separate reflective shader as I'm not using raytraced reflection.

*I should have explained that I set the amount of displacement to a negative multiplier for the sphere so black is raised and white is lowered. The complement is used on the reflectivity so the blackest (raised) parts will be most reflective. For the roughness the black low values are wanted just as they are so the blackest (raised) areas are the smoothest.   

bobbystahr

Quote from: fleetwood on September 06, 2016, 03:31:22 PM
Quote from: inkydigit on September 05, 2016, 06:17:33 PM
This looks awesome, I wish I could work out how you did this!
:)

Thanks for all the comments.
This is a view of the surface of a Terragen sphere where the sphere's default shader displacement function is driven by a combination of 3d and 4d Perlin noise. Then that resulting shape has additional small complexity added with a warp input driven by power fractal.

The Perlin noise drives the roughness function and the translucency function. The scalar complement of the noise drives the reflectivity function. For the metallic characteristics the refractive index is set to 9.0. The gold color comes from the yellow orange color set in reflection tint and the diffuse color of the sphere is actually the blue green which only shows through in a few places. There is no separate reflective shader as I'm not using raytraced reflection.


Very good, and it renders faster that way...thanks for the walk thru...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

inkydigit

#17
Quote from: fleetwood on September 06, 2016, 03:31:22 PM



Quote from: inkydigit on September 05, 2016, 06:17:33 PM
This looks awesome, I wish I could work out how you did this!
:)

Thanks for all the comments.
This is a view of the surface of a Terragen sphere where the sphere's default shader displacement function is driven by a combination of 3d and 4d Perlin noise. Then that resulting shape has additional small complexity added with a warp input driven by power fractal.

The Perlin noise drives the roughness function and the translucency function. The scalar complement of the noise drives the reflectivity function. For the metallic characteristics the refractive index is set to 9.0. The gold color comes from the yellow orange color set in reflection tint and the diffuse color of the sphere is actually the blue green which only shows through in a few places. There is no separate reflective shader as I'm not using raytraced reflection.

wow, thanks... I'll check that out very soon!
:)

Mr_Lamppost

Thanks for the outline of your method, I've used the idea of feeding the output of one noise into the input for another before so the part that interested me was your technique for mixing in the smooth highlights. 

After some experimentation I got this eroded copper effect.  No negative displacement, Colour Adjusts to control reflectivity and roughness with the fine detail being generated by adding a low intensity Power Fractal the the first noise output so I'm guessing that my nodes are somewhat different from yours.     I'm trying to apply it to an imported object but fine tuning the scaling is prooving more troublesome than expected.
Smoke me a kipper I'll be back for breakfast.

bobbystahr

Quote from: Mr_Lamppost on September 10, 2016, 09:30:25 PM
I'm trying to apply it to an imported object but fine tuning the scaling is prooving more troublesome than expected.


I can just imaging, from the range of PFs I see in your stunning copper.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist