- Thu Apr 19, 2007 3:13 am
#221732
[Edit] You would want to use a dual BSDF / Ghost layer material for this, so you don't completely obscure your main brick material.
Background: between 3 and 5
Reflection: 2 - 4
Refraction: 2 - 4
Illumination: 8 - 12
For HDR's you really have to experiment to get something that looks right.
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For some of these specific stain areas, you can try the trick I did for the messy green paint stains around the window. Rather that making a huge textue and mask to use in conjunction with the other wall textures, I simply placed a small plane around the window, and used a simple single layer with transmittance map. Saved me tons of work trying to match a single large map with my geometry.lsega77 wrote:I noticed in the buildings here in pittsburgh there are some fairly typical ways brick buiildings stain (water stains off of sills - base of the building is dirtier then then most areas - stuff like that).
[Edit] You would want to use a dual BSDF / Ghost layer material for this, so you don't completely obscure your main brick material.
Every one I've tried, I have had to used different values. However, typically I set the intensities as follows:lsega77 wrote:here's a question though: what is a typical multiplier for an .hdr map? it seems every hdr I load is extremely dark (even when I convert to .mxi) and I have to punch up the numbers.
Background: between 3 and 5
Reflection: 2 - 4
Refraction: 2 - 4
Illumination: 8 - 12
For HDR's you really have to experiment to get something that looks right.
.
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