hdaggers opened this issue on Apr 11, 2005 ยท 16 posts
hdaggers posted Mon, 11 April 2005 at 10:25 AM

Letterworks posted Mon, 11 April 2005 at 11:11 AM
hdaggers I'm a bit dense when it comes to shaders (but I'm trying to learn) so, could I ask you to explain in detail how you'd user Wireframe Pro to create the effect in the picture above? Thanks Mike
hdaggers posted Mon, 11 April 2005 at 1:40 PM

hdaggers posted Mon, 11 April 2005 at 1:45 PM

hdaggers posted Mon, 11 April 2005 at 1:59 PM

hdaggers posted Mon, 11 April 2005 at 2:11 PM

hdaggers posted Mon, 11 April 2005 at 2:18 PM
Hey, it didn't take that long afterall. I hope this helps! Holly
ewinemiller posted Mon, 11 April 2005 at 2:23 PM
Holly,
I saw the thread title and thought "Oh man, Holly found a bug", but this is great stuff! I actually have a tool under development now that expands upon wireframe pro's technology to build a dirtying shader. It's a bit stalled right now as I'm completely distracted by making new lighting models for Shaders Plus, but I hope to get back to it after another Shaders Plus update and a Wireframe Pro update currently under construction. You're the first person that saw the same potential I did.
Regards,
Eric Winemiller
Digital Carvers Guild
3D plug-ins for Carrara
http://digitalcarversguild.com
Eric Winemiller
Digital Carvers Guild
Carrara and LightWave
plug-ins
Letterworks posted Mon, 11 April 2005 at 3:34 PM
Holly, Way good stuff! I've been working this type of look in PSP as a texture map but a procedural shader is so much easier and looks MUCH better. Thanks mike
sailor_ed posted Mon, 11 April 2005 at 4:31 PM
Indeed this is exciting! I have been looking for a way to do this for YEARS! Looks like Eric gets more of my money!
falconperigot posted Mon, 11 April 2005 at 5:03 PM
Yes, this is great. Thanks for the tutorial! (Have to get out that bit of plastic again, just got Shaders Plus and Toon!) Now what I would REALLY like to see is a way to shade the grooves in an object separately from the surface. That would make some cool metal effects. :-)
Hoofdcommissaris posted Mon, 11 April 2005 at 5:03 PM
I was trying to do this kind of stuff in Photoshop with the help of Baker, but a procedural rust/dirt/damage kind of thing would really help. The folks that made Robots did it that way... Go Eric!
whkguamusa posted Mon, 11 April 2005 at 7:55 PM
Nice work,
good thinking outside the box
(box with damaged edges of course)
mdc
Message edited on: 04/11/2005 19:55
MarkBremmer posted Tue, 12 April 2005 at 9:46 AM
Outstanding!
MarkBremmer posted Tue, 12 April 2005 at 11:08 AM

bluetone posted Thu, 14 April 2005 at 12:48 PM
falconperigot on 4/11/05 17:03 "... Now what I would REALLY like to see is a way to shade the grooves in an object separately from the surface..." How about if one built the model with shader zones named outside the grooves one thing and inside the other? Then create a 'Layer' shader tree with your different shders seperated out? Don't have time to try it myself here at work right now... but do any of you gurus see a problem with this? (Besides having to do the extra shder zone editing?)