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A Brushed Meal Shader
Posted: Tue Aug 23, 2005 3:31 am
by adamwade
Your metals are fantastic, but many of us do a lot of brushed metal in products and kitchens. We need something that has the linear brush marks with controllable factors such as - length and width of brush marks, as well as depth or strength.
Also add a circular brushed metal, like the ends of high end stereo volume knobs and round machined parts.
Thanks
Posted: Tue Aug 23, 2005 7:27 am
by Hervé
you mean Factory brushing like that...?

Posted: Tue Aug 23, 2005 5:26 pm
by iandavis
no offense herve, but like that minus the repeating texture and blur.
I'd rather have a cow shader first.
cant have too many CG holstiens I always say....
Posted: Wed Aug 24, 2005 8:18 am
by Hervé
he he... me love milk... no offense... some of them have also repeating patterns...

Posted: Wed Aug 24, 2005 8:18 am
by Micha
... I think it is post befor some times. I think, if the u and v roughness will work right, than you get what you want. Or do you wish to get the stripes of the brush too? Here an old example of my biased renderer: left side without noisy stripes texture, right side my modfied shader.

Posted: Thu Sep 01, 2005 9:11 pm
by adamwade
In theory, I thought by using U or V only I could make it work, but it doesn't yet? The other factor is that you need to be able to control the length of the small stripes (depends on what type of metal spec you want). Some brushing is almost continuous called graining, where most factory brushed metal marks are about 5 to 10mm long.
In Rhino, you just scale the sandpaper bump different in X & Y. Maybe 0.3mm in x and 5 to 11 mm in Y and its done. So UV could work, but how to control the length? Increasing U or V should just increase depth of the roughness, but not control the length.