first time playing with Layered shaders and layered Texture. I really want to get good with this particular node.
Im only using one file thats photo reference, the rest is all procedural.
I am trying to create this rusy paint shader, I am just working out the color right now and not necessarily thinking spec or reflect.
would love to hear from you guys
this is something of what im going for.
Replies
Regarding your texture the red rusted parts are to cloud-like, its obvious procedural/cloud noise. You can try using what I mentioned above. Maybe create a procedural noise that has harder edges from black to white and use that as an alpha in the yellow paint layer so the red rust shows through (you'd have to have your layers set up with yellow paint on top of red rust, not sure if thats the case, you didn't name all the nodes so I'm not sure). So then you can move the UV shells around to get those red rust only showing in certain areas.
Another useful node is the Remap HSV. you can basically do color correction on any texture you link it to. Useful if you wanted your yellow paint to be blue instead.
Hope that all makes sense!!!
since you weren't specific on what you think looks like shit I'll just assume you want to match the reference better? Maybe you want larger rust chunks and not the somewhat speckled look you have now? The fact you're doing this all with procedurals is going to make it more challenging to get what you want and may be impossible to get exactly what you want, but maybe you can get close. Here is a test of what I came up with. Once you set up the noise/remap value just play around with those 2 nodes until you find the shapes you're looking for, then just move UVs around on a new UV set thats linked to the noise onto the "good" parts of the pattern.
And I do want to try and use all procedurals, just to try and push myself.
What you are looking at from what I have posted is a layered shader with about 3 shaders in it as well as a layered texture, it might be overkill y'think?
I will post more in the future, but now I gotta get some shut eye.
a)I also was wondering if you were using billow or perlin noise.
b)Im not sure if you can see them but I have these patchy spots on top of my barrel, like they are a little bit darker then the rest of the texture.
c) Whats the point of using the luminance RGB node?
I live in Vancouver BC and its games studios have become very tight knit due to the recession.
When you say "They" who are you referring to?
I think my last example I used SpaceTime noise type. But really whatever works, there is no right or wrong answer to what kind of noise you should use.
I can't say for sure what the patchy spots on the top of the barrel are.
latest update it looking good, getting that peeled rust look a bit better now and the layered shader will help you easily define the spec/reflective properties of painted metal versus rusted metal.
Also I'll get to your PM a bit later, keep it up!