Author Topic: WASasquatch's Material Library  (Read 1515 times)

Offline WASasquatch

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Re: WASasquatch's Texture Library
« Reply #15 on: August 12, 2018, 05:55:22 PM »
Procedural Cast Iron shaders. Old and new. Due to the roughness map, roughness may need adjusting in certain lighting. Spent awhile making sure it looked good under different lighting but more a to the taste thing.

Added a v2 for the Old Cast Iron with a little more roughness for horizon lighting, makes it a little less refractive.
« Last Edit: August 12, 2018, 06:21:47 PM by WASasquatch »
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Offline bobbystahr

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Re: WASasquatch's Texture Library
« Reply #16 on: August 12, 2018, 11:03:27 PM »
Just the thing for under bodies on autos/trucks. Thanks very much
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Offline WASasquatch

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Re: WASasquatch's Texture Library
« Reply #17 on: August 14, 2018, 10:36:46 PM »
Chromatic Anodization effects using the roughness feature and some other little tricks to bring stuff out. The colouring with the roughness feature is very sporadic and sensitive. Hard to get combinations you actually one. Loves to toss in green with reds.
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Offline bobbystahr

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Re: WASasquatch's Texture Library
« Reply #18 on: August 15, 2018, 03:13:15 AM »
Thanks yet again
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Offline WASasquatch

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Brass Shader Collection
« Reply #19 on: August 20, 2018, 02:23:48 AM »
Here is the Brass Shader Collection for your enjoyment.

These are done on a pretty small scale, so for larger things you may need to tack in transform shader to scale it, as well as provide a Final Position for object surfaces if you're using it that way.

Gathered project to render them all for viewing with the Multi-ShaderBall, and an archive with just the shader TGCs.
« Last Edit: August 20, 2018, 02:25:36 AM by WASasquatch »
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Offline bobbystahr

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Re: WASasquatch's Material Library
« Reply #20 on: August 20, 2018, 12:46:12 PM »
Thanks Jordan, will test em out on some stuff later on...good work.
something borrowed,
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Offline WASasquatch

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Re: WASasquatch's Material Library
« Reply #21 on: August 20, 2018, 05:15:43 PM »
Thanks Jordan, will test em out on some stuff later on...good work.

Most welcome. Trying to go back and work on steel. Really hard to make a convincing look.
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Offline luvsmuzik

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Re: WASasquatch's Material Library
« Reply #22 on: August 20, 2018, 05:33:16 PM »
Thank you! :) for last three sets! trying not to fill up your white space. :)

Offline WASasquatch

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Re: WASasquatch's Material Library
« Reply #23 on: August 20, 2018, 06:45:22 PM »
Thank you! :) for last three sets! trying not to fill up your white space. :)

Ah don't worry about it. If I could disable posts from the get go sort of thing I would have to just make it a list of materials. You're welcome.
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Offline the first seer

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Re: WASasquatch's Material Library
« Reply #24 on: August 23, 2018, 02:06:00 PM »
Great my friend, I hope head time soon to test!

Offline bobbystahr

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Re: WASasquatch's Material Library
« Reply #25 on: August 23, 2018, 02:41:52 PM »
Thanks Jordan, will test em out on some stuff later on...good work.

Most welcome. Trying to go back and work on steel. Really hard to make a convincing look.

good luck with that, seriously, as I as a colour blind fool have had no luck with steel
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Offline WASasquatch

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Re: WASasquatch's Material Library
« Reply #26 on: August 23, 2018, 05:17:17 PM »
Thanks Jordan, will test em out on some stuff later on...good work.

Most welcome. Trying to go back and work on steel. Really hard to make a convincing look.

good luck with that, seriously, as I as a colour blind fool have had no luck with steel

Yeah it's really not easy. This is what I've gotten so far, and mind you I've had this project for at least a week or two. Just can't get the look right.
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Offline bobbystahr

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Re: WASasquatch's Material Library
« Reply #27 on: August 23, 2018, 05:44:21 PM »
The middle one looks close by my eye but maybe less intensity in the Specular...
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Offline WASasquatch

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Re: WASasquatch's Material Library
« Reply #28 on: August 23, 2018, 05:46:23 PM »
The middle one looks close by my eye but maybe less intensity in the Specular...

Yeah, it seems the specular roughness is slightly bugged. Once you plug anything with any sort of roughness in it likes to create specular highlights, even when the specular highlights is currently at 0.5 of 1 with a reflection of 0.8 because the roughness function just made it "glow". You can see this with the far left one more because it has matt displacement also feeding into the roughness. So it's just "brighter" despite all the same settings.

Really feel the reflection shader could benefit from a "Reflective Function" instead of using masks and just roughness.
« Last Edit: August 23, 2018, 05:49:05 PM by WASasquatch »
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Offline mhaze

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Re: WASasquatch's Material Library
« Reply #29 on: August 24, 2018, 06:14:10 AM »
Thanks for these, they are excellent.