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Faded roughness, how? ...or when? :)

Posted: Tue Jul 05, 2005 10:38 am
by Aldaryn
Hi!

Can I get a faded roughness on my dielectrics somehow?

Ive got this Xe arc lamp here:
Image
(I know, crappy scene, carppy render, but just a wip) and I really neet to make several parts of the galss sandblasted. And even worse, several parts darkened a bit.

Is this possible somehow with the current Maxwellb uild, or I just have to wait 'till a new shader implementation comes along? And if so, when taht will be... :lol:

Posted: Tue Jul 05, 2005 12:32 pm
by Aldaryn
So, no ideas? Thats what I was afraid of... the old version of this lamp, which would also be a part of the final composition, is even more in the need of mapped roughness, or mapped dielectric colors, just take a look at the reference

Posted: Tue Jul 05, 2005 12:38 pm
by Brett Morgan
not sure hat plugin you're using for maxwell but did you try using a gray scale map in the Roughness U and V slots?

Brett

Posted: Tue Jul 05, 2005 12:45 pm
by rivoli
Brett Morgan wrote: did you try using a gray scale map in the Roughness U and V slots?
i think dielectrics have no mapped roughness as yet. at least not in max.

Posted: Tue Jul 05, 2005 1:19 pm
by Brett Morgan
maya has this, but then again Aldaryn didnt specify what he as using, do you max guys have a bump slot for dielectrics?

Brett

Posted: Tue Jul 05, 2005 1:39 pm
by rivoli
Brett Morgan wrote: do you max guys have a bump slot for dielectrics?
yup, we have. do glossy maps work well in maya? can you show us a sample picture?

Posted: Tue Jul 05, 2005 5:13 pm
by Aldaryn
Glossy maps work in Maya? :D

It seems a bumpmap, and patience is the answer for right now.