Now it's time to start making patterns. I've decided to start with a rusted metal type pattern. It has rust and displacement that "corrodes" the metal and tries to layer it underneath the paint. My reference image also has cracks where the paint is trying to flake off and expose the rusty metal underneath, so that and a corresponding displacement is included as well. In order to make the base color look aged, a noisey color correction has been added where the user can alter the hue, saturation, and value of the image or color they input. I have been working solely on the diffuse and displacement changes however and need to make sure that I can transfer these changes over to the spec map.
Specular changes have been successfully added! I am curious if the UI is usable to others though. I've put a specular tab that holds the changes for multiplying the various patterns into the spec map, but I wonder if they should go with the master controls for the patterns.
I think I've finally figured a work around for the occlusion based rust. The color part works fine, it only gets dodgy when I try to implement displacement based off of anything to do with occlusion. Possibly because occlusion takes displacement into account and I'm not quite sure how to bypass that.
My workaround now is to render out a specific occlusion vex variable with a specific mantra. This particular mantra is then wired in to the main mantra node so that it renders before the main one renders so that the file is there. The outputted file is stored on the tmp drive.
My workaround now is to render out a specific occlusion vex variable with a specific mantra. This particular mantra is then wired in to the main mantra node so that it renders before the main one renders so that the file is there. The outputted file is stored on the tmp drive.