Re: High-res LEGO bricks testing
Posted: Tue Mar 19, 2019 2:03 am
Results from test render, sorry about the slight fireflies.
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This one looks great! Fantastic!Lights_and_Shadows wrote: ↑Tue Mar 19, 2019 2:03 am Results from test render, sorry about the slight fireflies.
mat_test_one.png
Here the nibbles look to much the same as you see in the spcularities.Lights_and_Shadows wrote: ↑Wed Mar 20, 2019 10:00 pm Well crap. This was a nightmare to just preview lol. So many studs...
mat_test_two.png
I have heard of that! Unfortunately I have no way to actually pay for it though it would be something I'd like to try.FarbigeWelt wrote: ↑Thu Mar 21, 2019 1:00 pm Do you know this one here:
Bricker for *ego, and *ine*raft
Noise did not help much me in the past. I was not able to scale it what means noise kept very fine. Distorted noise actutally is a good try. Check it out on a white plane and use its value as input for colormix and that output use for the color or effect you like to change: opacity, bump, specularity, absorption. Look at my nodes in the example. There are two times almost the same threads. The difference is the scaling of the 3D mapping. You may call that frequency. Makes sense, doesn't it. High frequency (more repetetions, larger scale) and less coloring means dust, low frequency may be spots. You can change the procedural texture and play around. View port rendering is fast enough, maybe you have to increase its due time. Switch off OIDN. This AI is smart enough to bleach almost any dirt you intentionally added If you are happy with the result of your experiments, think about to swithch on OIDN again.Lights_and_Shadows wrote: ↑Tue Mar 19, 2019 1:31 am
I have one (very slight) dilemma -- getting realistic uneven sections of the model. I'm hoping for a procedural approach, right now I have the Blender Distorted Noise node in place connected to a Bump node, but I can't really tell what it is doing. Maybe someone could point me in a better direction with it any help will be appreciated.