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surface properties caused by mechanical processing

Posted: Fri Jan 27, 2006 12:41 pm
by Thomas Schneider
there are a lot more material properties among others like the physikal ones.
it would be usefull to have properties which are caused by mechanical or natural(e.g. chemical) processings.
for example brushed metal (different types of)or galvanized metal.
rust and especially dirt would be also very usefull.
perhaps also textile or skins or plaster(concrete) and so on....

i know that some things could be done by maps an bump mappings but mostly they seem to be unrealistic.
an algorithm for some of those things would be usefull and i hope more relistic for real physically based materials.

best regards, tom

i hope my school-english is understandable (it´s 16 years ago)

Posted: Fri Jan 27, 2006 1:33 pm
by Xlars
I agree that such "unbiased dirt" could be very usefull (maybe your subject should be "surface properties caused by mechanical or chemical processing" ?).

If NL decide to create/release a shader-language I guess such effects could be implemented as shaders, eg. a shader that made a b/w map that could be uses to mask between two bsdf layers in the Maxwell material system?

The subject of generated dirt versus bitmapped dirt has been discussed previously in this forum and it has also been suggested that Maxwell should be able to add physical correct dirt - based on modelled bumps/indenting, sharp corners, direction up/down etc.. Also that this is not the same as ambient occlusion, which is more of a trick as I understand it.

Posted: Fri Jan 27, 2006 2:20 pm
by Maximus3D
Yes please i would love this too, it'd be a very powerful feature in Maxwell
and as dirt, grime, surface imperfections all add to the objects realistic
apperance. Nothing is clean and scratch free in the real world and neither
should it be in the Maxwell world. :)

/ Max