I'm trying to go on with my job with 3DSMAX & corona renderer but inside MAYA & Arnold and I find that Arnold is a very powerful engine renderer which I still don't know how to use because I'm a complete newbye.
I have almost a full control with 3DSMAX and corona but with Maya absolutely not.
Please could you upload a shader or do a capture of the hypershader inside MAya's material editor in order to create the rusty effect I'm whiling to reach?. Please take note of the metallic parts, how the rust extends from the edges along the faces, in some cases discretely and in other cases easily seen.
I've read in the documentation a rust effect which drives me crazy but I don't know why I can't do it works:
https://support.solidangle.com/display/AFMUG/Wear+and+Tear+with+the+Curvature+Shader
Or if you can give me a shader/material based in this of the tutorial which can be more easy to handle...I would love to understand and reach a better comprehension of the documentation's rust effect shader.
the project in which I'm working with 3DSMAX and corona renderer is this:
And I think that I just only need how to understand and achieve that it works :
https://support.solidangle.com/display/AFMUG/Wear+and+Tear+with+the+Curvature+Shader
Thanks in advance.
Best regards.
There is a scene on that page and on the Arnold 5 page.
Curvature documentation page is here.
What is it that you don't understand about it?
I'm a complete newbye and this is why sometimes I have to read things more times than I expected.
I'm gonna try to create the shader and understand how it works (again).
Something that use to happen is that doesn't refresh automatically the layer shader "blueprint" inputs when I increase the layers or inputs...
Well, I will show you the scene in MAYA converted with the rust material created after your help @♦Lee Griggs . Thank you very much for your help. ![]()
Can you post your results and shader network to see how it can be improved?
Hello.
First of all , I used the nodes and shaders captured in "nodes_jpg.jpg" image.
Like in Corona Renderer, the radius and the other entry parameters must be different if I wanna rust a little object or a big object and this is why I decided to try with these shaders, which I think that are the combination recommended in the official documentation. I don't know if after these results I should change of method/strategy. Maybe this is the right way and I didn't (still) know how to exactly deal with it. If there's some detail that scapes to my mind, please let me know if you detect where I 'm wrong.
Conform to that, the results obtained can be seen in the captures attached.
In this captures I've tried to express my satisfaction with the results and some questions about every zone I would like the rust affect and how would be desirable to see all.
I'm gonna comment some points of each capture which I labelled with its right number:
5).-Sometimes I think I would need UV mapping in order to avoid this distortion.
6).-& 11).-Although it's supposed I can control the spread and radius, I don't know why I can't add rust in the corners, like I did with Corona.
7).-I don't understand why is this.
9).-I got a good rust effect for the super-small screws but finally I don't know why this was the result. Maybe I was tired.
10).-The same problem than in the yellow body..With big zones, it's like if the radius couldn't reach to cover the zones of rust that I want.
Besides, I found hard to use Hypershader because it refresh slow and not very accurate if I'm rendering in real time.
Sorry for could attach directly like the other images the image related to the nodes layout.
Thanks in advance.
If you want, I can Upload to some cloud the whole scene and see clearly what am I doing wrong.
Yes, it looks like a UV issue. You can create a cylindrical UV from the UV menu in Maya.
Curvature shouldn't go into Transparency. What shader is that Chrome?
>1655-test4-jpg.jpg - Swap the shader inputs so that the rust is on the outside edge. You have it on the inside. Also, make the curvature radius smaller.
I would test this shader (simplified) on one single object and get it right before applying it to the whole scene.
I've been trying with another shader, because the multilayer I don't know if it's the most suitable for that.
And the use of Hypershade it's like a nightmare...I don't know what happens but it's not fluid, and the copy of nodes/materials doesn't work fine. Not always gives the desired result. and this is for me a fatal lack of productivity...To be fighting against the editor itself was the last thing I expected. I still have patience!
.
If I want to create a version of one rusty chrome, the most efficient is to create a duplicate or copy of the material but more than one time I can't apply the duplicated material because I received the next error message:
the plain text version copied here:
// chrome_medium1SG // select -r escena_exportada:Line005 ; select -r escena_exportada:Shape002 ; sets -e -forceElement curvature:aiStandardSurface1SG; // curvature:aiStandardSurface1SG // requires -nodeType "aiNoise" -nodeType "aiStandardSurface" -nodeType "aiMixShader" -nodeType "aiCurvature" -nodeType "aiRange" "mtoa" "3.0.0.2"; requires "stereoCamera" "10.0"; requires "stereoCamera" "10.0"; // File read in 0.087 seconds. // File read in 0.087 seconds. select -r escena_exportada:Shape002 ; sets -e -forceElement aiStandardSurface1SG6; // Warning: line 1: Node 'escena_exportada:Shape002Shape.instObjGroups[0]': cannot make assignment to 'aiStandardSurface1SG6' shader. // # Error: line 1: Error while parsing arguments. # duplicate -rr;connectAttr -f chrome_medium3.outColor aiStandardSurface1SG7.surfaceShader; // Result: Connected chrome_medium3.outColor to aiStandardSurface1SG7.surfaceShader. // select -r escena_exportada:Shape002 ; sets -e -forceElement aiStandardSurface1SG7; // Warning: line 1: Node 'escena_exportada:Shape002Shape.instObjGroups[0]': cannot make assignment to 'aiStandardSurface1SG7' shader. // # Error: line 1: Error while parsing arguments. #
My hope is that I can obtain more decent results with this shader:
the new shader's node network:
By the way, the Hypershade window doesn't update me the teapot neither other viewer ...It's something which I see there all the time ...FOR NOTHING. I choose the Arnold option and then the teapot disappears and I see a red rectangle...Why does this happen?.
And as I commented in the beginning, I need a realtime viewer of the scene and the slow refreshing of the Hypershade (I can't use the teapot for checking my tests) irritates me. Is it a problem of my graphic card , a lack of update my latest driver?. I have a Quadro K620 which should refresh perfectly any viewport (as it is with 3DSMAX&Corona where all works perfectly and super fluid) ..
But coming back to the rust effect: at least I've advanced a bit, although I expect to create more speckles which add more irregularity. I fear that I will need some map and apply UVMapping (which I didn't want to). I wanted to create this completely procedurally. do you think it's possible?. I'm really near after all this issues. ![]()
Thanks in advance.
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