Bronze Patina

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Bronze Patina

Postby binarycortex » Wed Nov 09, 2011 9:08 pm

Paco had mentioned on IRC that a cavity shader would be pretty interesting. He offered up this example.
Image
I got to thinking about it, and I was reasonably sure that this could be done with an ambient occlusion map. So I tried it.
bronze_patina_test.png

I think it worked nicely. It shows up best on the swirls on the base.
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Re: Bronze Patina

Postby binarycortex » Wed Nov 09, 2011 9:15 pm

Ok, another test. The only thing that changed is the second buddha and the room material is no longer the default glossy white, but a matte with an off white almost yellow color. This sped up the render significantly.
bronze.Scene.00001.png

I think next I may try to have the AO map control the roughness so the darker areas are less smooth.
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Re: Bronze Patina

Postby paco » Wed Nov 09, 2011 9:42 pm

Nice result :)

Actually it was Inlite who started this whole thing :)
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Re: Bronze Patina

Postby binarycortex » Thu Nov 10, 2011 12:02 am

Ok, It turns out you need to do some work on the AO map for this to work right.

Here is the original AO map.
ao.jpg

I opened it in the gimp and used curves to add a lot more contrast to the map.
ao_curves.jpg

Next I applied a gaussian blur filter set to 10px, and used the levels control to bring up the white point a bit.
ao_curves_gaussian_blur_levels.jpg

Which resulted in the following.
bronze_patina_2.jpg

bronze_patina_3.jpg
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Re: Bronze Patina

Postby binarycortex » Thu Nov 10, 2011 12:06 am

In order to control the roughness and have the patina less shiny, you need to make a copy of the contrasty blurred AO map and invert the colors.
ao_curves_gaussian_blur_levels_inverted.jpg

If it ends up being too much, just adjust the color intensity as necessary.
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Re: Bronze Patina

Postby binarycortex » Thu Nov 10, 2011 12:22 am

Ok, I had to tone down the contrast of the inverted AO map for the roughness modulation. It works but I'm not sure I like the result.

The new inverted AO map.
ao_curves_gaussian_blur_levels_inverted.jpg

The result.
bronze_patina_4.jpg
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Re: Bronze Patina

Postby binarycortex » Thu Nov 10, 2011 12:35 am

And here it is without the roughness textured by the inverted AO map.
bronze_patina_5.jpg
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Re: Bronze Patina

Postby binarycortex » Thu Nov 10, 2011 1:23 am

Ok, forget everything I just said about the inverted AO map. Just make a new mix texture set to greyscale and use the normal AO map to control the mix. then you can change the amounts of each slot as you see fit.

Here is the result from that.
bronze_patina_6.jpg


And here is the mix setting that got me this result.
patina_mix.jpg
patina_mix.jpg (18.86 KiB) Viewed 1271 times

The bottom number controls the brighter areas on the AO map, and the top number the duller areas. 0.0 is the most shiny, and 1.0 is a super matte. Even 0.5 is almost completely matte.
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Re: Bronze Patina

Postby SATtva » Thu Nov 10, 2011 3:56 am

I'm very interested in the results (and actually the progress) of this thread. Great work Binary!
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Re: Bronze Patina

Postby binarycortex » Thu Nov 10, 2011 8:23 am

SATtva wrote:I'm very interested in the results (and actually the progress) of this thread. Great work Binary!

Thanks SATtva!

I think I'm going to call this final unless anyone has any suggestions. I'll throw some more samples at it before I post it of course.
bronze_patina.jpg
128 S/p
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