Train car testing

Started by archonforest, March 21, 2017, 10:58:32 AM

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archonforest

Got some train cars and this is the first test render with them. Main reason of the DOF is to hide the too clean cars.  ;D
Figuring out a way to dirt them up. Reading old posts but not so much luck so far...
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luvsmuzik

This is the set with named colors, not image for texture right?
If so, I hook powerfractals into color function on the object shader tab and then look at the density of it using the scale, leadin, and number of octaves. I often put contrast on high and offset a small negative, depending....I usually blend the default obj. color with two shades darker or even dark gray. If your fractal preview is not two tone....tweak some more.  :) You can also hook a transform input before the PF and scale it from there.

bobbystahr

something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

archonforest

Tku luvsmuzik. I am playing with PF but the dirt is not very real for close renders. For a distance one I think it is okay.

Tku bobby. I looked that one already but it is way above my head... :D
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j meyer

QuoteI looked that one already but it is way above my head... :D

Why don't you ask questions then? And we are going into it. That's what that
thread was made for.

You guys should really learn to ask questions, honestly. You know who you are. ;)

luvsmuzik

http://www.planetside.co.uk/forums/index.php/topic,22713.msg229260.html#msg229260

Those are some of my tests using Hanne's material clips. Tell me what you want.

Sometimes you can chose one of those examples, then unhook the reflective it is too shiny. Through a transform input, set to world position, scale it, sometimes bigger, sometimes smaller. equal on each axis would be my first try.

archonforest

Quote from: j meyer on March 21, 2017, 01:05:42 PM
QuoteI looked that one already but it is way above my head... :D

Why don't you ask questions then? And we are going into it. That's what that
thread was made for.

You guys should really learn to ask questions, honestly. You know who you are. ;)

Tku Jochen. Usually I am not asking questions in a thread like that as it seem like and sounds like couple of professors are talking. Meaning I do not understand a word out of it as it is so technical. But since u are inviting....I will type my question there so we continue the same thread...

Tku luvsmuzik. Lets go for the thread that Jochen started  :)
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luvsmuzik

Quote from: archonforest on March 21, 2017, 02:13:15 PM
Quote from: j meyer on March 21, 2017, 01:05:42 PM
QuoteI looked that one already but it is way above my head... :D

Why don't you ask questions then? And we are going into it. That's what that
thread was made for.

You guys should really learn to ask questions, honestly. You know who you are. ;)

Tku Jochen. Usually I am not asking questions in a thread like that as it seem like and sounds like couple of professors are talking. Meaning I do not understand a word out of it as it is so technical. But since u are inviting....I will type my question there so we continue the same thread...

Tku luvsmuzik. Lets go for the thread that Jochen started  :)

Same difference :) I didn't know how technically adaptive you were. If you examine the materials example files you will see how there are some two, even three methods combined with merge to get different effect. :)

inkydigit

I like the view here...


ps: i have added dirt to my sign here for an example... it is a simple power fractal added after the default shader inside the object's part shader...
:)
http://www.planetside.co.uk/forums/index.php/topic,22981.0.html

Dune

Yeah, ask questions and they will be anwered excaustively  ;)
Several ways to add dirt. PF straight into color input of default shader gives UV based variance, taken through transform shader set to final/world, it will be world based. You can add a surface shader after the default as well, with children and mask (same priciple apllies here), but now the dirt/color is over the default shader so can cover all, unless coverage is decreased. Displacement can be added here too. Another way is to merge the default and surface shader into the parts shader, and control by world pf. Then they exclude eachother based on that mask. I just used that to make a ruin with partly plastered stone walls (stone texture default mixed with plaster default by very hard merge control, both with their own displacement/bump).

archonforest

Thks inky and Dune for the data :)
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DocCharly65

Now I am curious: will there come a new version? Would be cool!

archonforest

Yes I will have. I will keep also this one as I like it as is except will add more trees and stuff but I have 2 more ideas.... :)
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archonforest

#13
An update... :)

More version on the way
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inkydigit

Great update, almost surreal!
A story is being told maybe?
:)