Mongoose King
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Can anyone offer advice on acheiving a realistic metalic look? I've been making a metal panel filter and I've having trouble getting a realistic metal look on it.
![]() Here's what I've got so far, the rust is looking ok, but I can't seem to get the metal right, I want to give it more of a metallic look, It seems very dull at the moment, not very metallic, but when I play with getting more reflections from the surface height and lighting angles, it come out patchy and too shiny, I don't want a highly polished look, just the kind of look you would get from an old bit of metal. Curently I just have a noise gradient going into an elevation gradient with some perlin noise to make the colour variations, then a noise distort to spread it out and a bit of rough noise added to give a little fine detail. I've tried a few differnt things and they all made it less realistic or more realistic, but realistic paint or realistic sandpaper :S Does anyone have any sugestions? Release the Mongoose! |
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Posted: August 9, 2010 3:04 pm | ||
ThreeDee
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Posted: August 10, 2010 10:36 am | ||
ThreeDee
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Here's what I did. (I fed your sample image in and added a few things that sharpen the image)
metallisize.ffxml |
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Posted: August 10, 2010 10:38 am | ||
Mongoose King
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Looks good. I couldn't open the filter cos I'm on 1.0, but I looked at the xml in notepad and can see what's going on. I had a play with it on some otehr test images and it looked good.
I've already tried a few more adjustments, like I increased the tone veriation on the colour gradient and I changed the way it has the more polished patch in the centre. I also added some blackness to go along with the rust which gives it a more natural corroded look, rather than looking like rust coming from under peeling paint. So, I added the sharpen and I got the high pass from the bits I was using for the metalic and reflective maps, so it gets all the edges without the colour variations messing it up. It still needs a bit more adjusting, it's coming up a bit intense at some of the edges, and the speed has taken a hit, so it needs more tidying up, but this is how it is so far. ![]() Release the Mongoose! |
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Posted: August 10, 2010 6:14 pm | ||
KGtheway2B
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If you're really nitpicking , Thinking about the scratches within the reality of the filter will help the realism.
Basically, there's a lot of scratches where they wouldn't appear in real life, I'm talking about right next to the rivets (In the gaps) and around the edge of the lip between the lower and upper levels. Put the scratches on the rivet surfaces (since they're protruding and would actually be first to scratch) and reduce the number of scratches around the "areas next to high slope areas". A great component to select these problematic spots I've found is high-pass. Alternatively you could use a tone-curve with a creative curve to pick out the high spots of the rivets. (See my YAMF filter for ideas. Overall though I think this is one of the nicest metal texture outputs I've seen in a long while, if not ever before. Keep up the good work! Here's hoping you submit it! |
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Posted: August 10, 2010 7:32 pm | ||
Mongoose King
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I've been thinging about the scratch distribution, I already have the dirt so that it is in the corners and the edge of the frame, and the rust apears more in the edges. I did those, basicly by the fact that I already have a gradient to give me the edge, I just make a new gradient and subtract the frame from that, then add back a differnt gradient over the frame, so it goes up as it aproaches the edge, then drops to low when it actually gets to the edge. I can use the same gradient to exclude scratches from the inside edge,
I can locate all the rivet tops using the same tile component i drew them with too. The high pass and sharpen were pretty lethal to the speed, so i'm going to steer clear of any more, and see if I can find an alternative to the high pass i have in there now.. Ass for the rivets tho... I am tempted to add an option to swap them for bolts or screws, although i'm wary of making the controls too crowded, i've already got a lot for all the grungey options. I'll have to organise the internals a bit, i'd be too embarassed to submit it with all the jumbled mess it is at the moment, hehee Sooo, I've dialed down the shinyness, but I think i've got a little far the otehr way now :S I may have to add another slider... ![]() Release the Mongoose! |
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Posted: August 10, 2010 8:30 pm | ||
ThreeDee
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Yea, that's looking nice and grungey. Although you have plenty of stuff already there, there is one thing that could add to that wear and tear, namely water streaks, from the rivets and corners. Just an idea. Looking very nice already.
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Posted: August 11, 2010 2:23 am | ||
Mongoose King
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I've adjusted the scratch drawing, I've now got scratches on the rivets, with twice as many on them as on the rest, and mor intense, and I've excluded scratches around the edges of the rivets and the inside of the border.
I added an option for rusty water streaks from the rivets, but I've done one from the top edge yet because the whole thing is getting waaay too cumbersome, I'm not sure of any way to do it without using motion blur and I think any more blur components will finish it off. Anyway, here's how it is at the moment, I've managed to overdo the reflections a bit again, it's proving to be a bit tricky getting them right, the Anti-alliasing seems to make them more intense. ![]() Release the Mongoose! |
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Posted: August 11, 2010 2:36 pm | ||
KGtheway2B
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Mongoose! It's looking awesome. I'd recommend against rust "streaks" though. (Despite the fact that I've done them myself) The reason being that the texture loses a bit of utility for texture users because it then limits it to vertical walls (since streaks make no sense for ceiling or floor textures. I'm also not a big fan of the double rivets (since when tiled it's gonna be FOUR!), but that's just my personal opinion.
<3 it so far and hope you submit! |
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Posted: August 25, 2010 11:36 pm | ||
Mongoose King
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I did add a slider for rust streaks coming from the bolts but The one thing I don't like is that they reach the bottom and wrap back to the top. I played around a bit and they don't add that much so I've taken that out now. The way the rust is distributed the streaks didn't really fit with the regular rust and dirt anyway, so I've chopped it all, decided not to to over do it seeing as I have seperate controls for rust and dirt already. Maybe save streaky rust for another filter one day.
I've got the Rivets and the border on a slider, so you can change the rows and the number and size, and you can change the width of the border, so you can either of them all the way to zero and have just the rivets on flat metal or a border with no rivets. I've pretty much finished for features n things, I'm just trying to get the thing to be a bit quicker, and refine the reflections n the highlight on the edges a bit. It's still very slow, and the reflections go a bit crazy at some angles, but well, I guess that's up to ppl to avoid those particular angles, lol. Here's a bit of a differnet one I got out of it, a nice copper with green oxide. Was trying to see how versitle it could be and I think it's done pretty well. ![]() Release the Mongoose! |
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Posted: August 29, 2010 9:08 am | ||
Kraellin
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nice!
(and it's mongeese ![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: August 29, 2010 9:38 pm |
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