Monday, October 10, 2016

C4D and VRAY - worn edges / dirt

In this tutorial I will show you how to combine two different materials that you can get (for example) worn edges effect.



This method uses Vertex Weight mapping. So we will need object with relatively high polygon amount a we need to know how to select them. Basic process can be explained on simple object as on top render.


1. Create base cube with high segment amount.


2. Change it to editable a switch to polygon mode. From top menu Select choose Phong break selection. In the tools settings change "phong angle" until the wanted selection is highlighted blue.


3. Depends on object type, sometimes you can choose all you need with one click, sometimes you need add/remove selections. In this case its best way to sellect all polygons (ctrl+a) and via phong break selelection only remove sides (ctrl+click). With the edges selected, choose from select top menu Set vertex weight and OK.

4.  Doubleclick new icon Vertex Map Tag next to object in manager, increase strenght to 100%, change mode to "add" and hit "apply selected". Then change mode to smooth and "Apply all" few times.


In principle it doesn't matter if there is Vertex Weight added or removed, only thing important is that you need difference between parts where you want other texture. Later you can invert vertex map. Also if you want change later coverage of the effect, its good to safe now chosen polygon selection (menu - Select - Set selection)


In the Vertex map mode you can use also paint tool and manually adjust your selection / add more randomness. Its better to paint in object mode as in polygon mode. Don´t forget to smooth out painted parts too.

5. Create or load base material for object and apply it on all object (not only on selection)

6. Create or load second (and different) Vray Advanced Material and in Material Weight tab choose from shaders effects the vertex map. Click on chosen Vertex Map and insert vertex map from object. If you followed the instructions above, choose also invert. Also apply this material on whole object.



7. Select both materials on object and turn on mix textures on them.


Now you can do first test render. If you did everything good, you should see object with second texture smoothly covering all edges (plus all paint, if you made some). If you can see only one of the materials, try to turn off invert on vertex map in second material.


8. The final turn is to naturalize this effect. Return to second material, in the Material Weight tab. With the arrow next of Vertex map add the effector Layers. Click it. From "Effects..." add "Clip color" and from "Shader..." add "noise". Change Noise blending from Normal to Levr.


You can do test render now, to see changes.

9. Biggest changes you can do with editing Noise parameters inside Layers. To get into noise shader click its mini-icon inside layers.

The noise coverage between materials is defined by smoothing of vertex map. There should not be a problem to edit it or create new one later. You can also shrink or grow selection before making vertex map (menu - select - shrink/grow selection). Don´t forget to add new map manually into second material again.

With this method you can easily get very nice results, unlike some node based shaders on places you want and define. Have fun.


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