rust generator

hello i have been playing with node materials and i made a procedural rust generator,this means you won’t have to unwrap the model to use it, you might also be able to use it for moss.

here are the test outcomes on our beloved susanne:

http://i.imgur.com/oXyrW4r.png
http://i.imgur.com/hY0WPCB.png

http://i.imgur.com/PTUpwrO.png
http://i.imgur.com/Pbu62Yb.pnghttp://i.imgur.com/mObZagA.png


tell me if you are interested in testing it

looks very cool, though the rust material itself could be improved some.

Looks like it would be useful for certain types of granite.

Does cycles have some sort of ‘accessibility’ node? A node that recognises nooks, crannies, small holes and sharp detail in geometry? That’s what this sort of rust shader needs, some way of placing the rust on parts of the model that real life moisture would collect and cause rust.

That’s basically Ambient Occlusion, no?

Yeah true. But I remember from my Lightwave time that Lightwave has a shader called ‘grit’ which is like AO but also let’s the result be perturbed and made noisy. I’ll have to play with cycles nodes when I get a chance.

So how can this be tested? Looks interesting and can evolve.

Hi Waltten,

Yes absolutely, I’m very interesting about your job. Your rust generator use the vertice color?
In b°wide there are durst but no rust node, you must speak with his creator…may be!
Thks in advance for your reply and congratulations.

Spirou4D

Cycles currently lacks a color output for the AO node, so having a sort of fully accurate dirt shader generated at rendertime isn’t really possible right now unless you use OSL (for which there’s a few solutions already made by Blender users).

DingTo had it on his todo list last year, but he never got to it during his GSoC period and it hasn’t been looked at since.

Very cool…

Does cycles have some sort of ‘accessibility’ node? A node that recognises nooks, crannies, small holes and sharp detail in geometry? That’s what this sort of rust shader needs, some way of placing the rust on parts of the model that real life moisture would collect and cause rust.

one could use vertex paint to do something close …

like here…

I am really sorry , when i usually post the things I do i get no/ very few replies, so I assumed it would be the same for this topic as it is a real simple shader.

You can get the blend file here:
http://www.pasteall.org/blend/31879

the material is really simple, im just using a generated noise texture to be the mapping factor between the metal and the rust , the rust is also using a noise texture, basically the noise texture is working as a mask.
There is alot that could be improved:
I wanted to be able to change the diffuse /glossy settings with a simple slider but it didnt work as well as expected thats why u see a kind of messy node system on the far right.
I’m improving my materials every day, just discovered fresnel , the random object info node and many more things.

what i would love to be able to do is use a similar way to generate particles using a noise texture to map it it would be really handy to do moss for example.

What im aiming at / looking to achieve is a way to layer materials just like u would layer images in gimp, using masks .

fexample:

1st layer bark material
2nd layer moss material
3rd layer paticle system
use a noise texture / texture paint a black and white image to say where i want the moss material. use the same texture to generate particles for the moss.
I tried to ctrl C , ctrl v a material node into the texture node editor but i cant be done , i just wanted to use the exact same texture as the material to influence the density of the particle ( where the particle would be on the mesh)

Also is there a way to tell blender to auto refresh some texture, for example to texture paint in rendered mode?

Thanks for the show on this Walten some cool stuff you have going on in the node charts… might have some questions here some time after I have more time to study what’s going on …