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Texture control over UV roughness.

Posted: Thu Jun 23, 2005 12:28 am
by n1tram
Hi, maybe the title desnt explain my idea clearly... What Im trying to say is that when you want a material to have some roughness you apply UV values and the whole surface of the object changes.

If we could control UV roughness just like we control bumpmap, then we could create something similar to dust, finger prints on glass, etc...

Nothing is absolutely even in real life, not even roughness.

So the greyscale would determine the U value, black for 0 and white for 1.0... And another channel for the V value.

I know that some will argue that this can be done with some highdef bumpmap. But I differ, If this hasnt been already argued about, then I believe it is a great idea :D

Imagine a glass of water with the finger prints and the lipmarks on the edges.

Hope anyone likes this. :wink:

Posted: Thu Jun 23, 2005 12:35 am
by rivoli
you can already do that, that's what the glossy slot is there for. mapping u and v separately is not possible though, i think tom once proposed it so who knows, maybe later.

Posted: Thu Jun 23, 2005 1:05 am
by n1tram
So how come no one has posted a scene with fingerprints on a glass?

Ill try it...

Posted: Thu Jun 23, 2005 2:04 am
by n1tram
Rivoli, I tried it several times with different materials... On glass, glossy doesnt appear. And in plastic the efect im talking about is not achieved...

Oscar, Tom you might want to think about this.

Posted: Thu Jun 23, 2005 7:01 am
by Mihai
Currently, there is no texture support for roughness for the dielectrics. Only for plastic, and metal I think. So that's why no fingerprints on glass images :)

Posted: Thu Jun 23, 2005 12:46 pm
by n1tram
Wouldnt it be nice if there where?

Posted: Mon Jul 04, 2005 8:26 pm
by Kabe
n1tram wrote:Wouldnt it be nice if there where?
Yes, that would be nice indeed, as well as SSS on Dielectrics.

Kabe

Posted: Tue Jul 05, 2005 1:25 am
by n1tram
Jej... With some nice bump map. Imagine scratches on a bumped car! :wink: