UPDATE: I've made some changes to these materials after some user feedback. Now, there are two different edge masks, using two different techniques: one for EEVEE and the other for Cycles. It should render much better in Cycles. Also, I changed the interface so that user input is in Yellow boxes only. Let me know if you try it out and it works for you.
New link for materials (inclucing the cw-super-dirty node group):
https://filedn.com/lLMW4jXsJqxXkRYjd1UCoKL/aaTrash/cw%20Adv%20Dirty.zip
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So, these new materials represent an interesting challenge in a number of ways. First off, how to create an interface for users that's easy enough to use while maintaining the maximum flexibility in how it can be configured? And, I want to also create rendered bevels and chipped paint effects both in Cycles and EEVEE as well. As many of you may know, creating rendered bevels is only possible in Cycles. So, there are a few hacks that I've tried And I think I have something that works both in Cycles and in Eevee as well.
The two new materials are named cw-panels and cw-dirty-paint. You can see both of them in the images above, one of them is rendered in EEVEE and the other in CYCLES. For what it's worth, this box was created using the default cube and three INSERTS from KIT OPS PRO.
Also, I've include the shader nodes and you can see how things go together. I've decided to not put everything into one giant no group is I think it would be confusing and this way you can actually follow along and so to see what's going on. I've also put the default values in parentheses and used value nodes when possible just to make sure people can see what is editable and what is not. And, of course I have a brand-new cw-dirty-super node group.
If you're interested, play around with it and give me some feedback. It still being beta tested and I need to figure out what if any changes need to be made.
I'll also probably create a video once I get things locked and loaded that explains a little better or I might create a webpage for it.
So below, there are a few files including the new dirty node group as well as these two new materials. And, there's also the sci-fi box with the textures applied. All files are setup and ready for KIT OPS, just unzip and place in an existing KPACK folder. For more information on installing KPACKS: http://cw1.me/installkitops
Chipp Walters
2022-04-20 22:26:19 +0000 UTCRanditha Philip
2022-04-20 15:26:50 +0000 UTCChipp Walters
2022-04-04 10:04:51 +0000 UTCChipp Walters
2022-04-02 23:54:03 +0000 UTCLyne Frappier
2022-04-02 17:31:04 +0000 UTCChipp Walters
2022-04-02 15:26:01 +0000 UTCJoe Maron
2022-04-02 12:23:55 +0000 UTCGianluca Gottardi
2022-04-02 11:17:15 +0000 UTCFlorian Stangl
2022-04-02 08:58:15 +0000 UTC