I got a bunch of requests for a tutorial or release of the fwvn edge detect technique in the past, so I finally decided to take some steps and roll it into a material function, which I will make available very soon. Until then, here are some preview screenshots. C&C are welcome.
The material function will look something like this. Unfortunately the amount of inputs can't really be reduced further, if we want to keep it nicely customizable.
The actual effect applied on the color and metallic channel:
Lit view:
If you want to go gross, it could be also hooked up into a perturb normal function, to make normals. Unfortunately this suffers from strong aliasing at distance.
The technique could be used to a make edge wear on any mesh that has beveled edges with face weighted normals, it doesn't necessary need to be hard surface stuff.
Link to the download will be available in this thread in the upcoming days, so stay tuned. I only want to make some slight adjustments now, and to wait a little bit for peoples input on it, so it can be adjusted to the needs before releasing it.
Replies
https://www.youtube.com/watch?v=dy7N9lOWraE&index=8&list=PL0E46ZI2yrE-k2vPrSlBJS--7gu1tv0FE&t=0s
https://forums.autodesk.com/t5/3ds-max-programming/assign-random-vertex-color-per-element/td-p/7127413
https://us.v-cdn.net/5021068/uploads/editor/sj/apmvtvz1bppp.jpg
https://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine/p2
Reference:
Example with beveled edges (vertex normals):
Example with a normal map input:
And an example with some noise texture break-up and convex only edges:
Am I understanding right that the limitation to this technique is that it really only works for thin wear on meshes with thick chamfering? I.e. you can't really do big chunks of paint chipped off from the corner of a building (unless that corner was very chamfered)?
How were you able to isolate the convex parts (red lines)? I can do the same by multiplying the AO map over the lines (making the questionible assumption that any edge covered by AO is "probably" convex), but based on your pictures I think you've discovered a more mathematical solution.
@gozu - Thanks!
https://gum.co/ykMbP
Have fun! I'll get back to the vertex normal one soon.
Please.
Any update on the FWVN version as I'm currently working on a full AI/SC type workflow and this would work wonders and save me trying to generate edge wear through means of decals/trims.
Hoping you do find the time to push that version.
Thanks!
So great results. Would it work with landscape's curvatures, for example, to "detect" water erosion? Or it only work from normal maps?
Thank you!