Since I'm a big fan of blender, I really didn't like the need to resort to Substance to get a quick good result. For a long period of time I studied the nodes and over time created my own shader templates. I present to your attention the "damage shader on metal". Called to facilitate and speed up our work. I will post more of these shaders in the future. I hope it helps you :)
You get 1 ready-to-use material groups
This shader allows you to quickly tweak metal damage, making your work faster.
You can apply this shader to absolutely any existing material. All you need to do is add this group of nodes before the material output.
Inside the shader, the first thing you need to do is set the metal color and rust color.
Control over the strength of the influence of damage. The lower the value, the stronger the damage.
Noise Scale and Noise Detail
The amount of noise that is applied to the damage. Suitable for different levels of roughness and also for different sizes of objects. Zero parameters for small objects, high for large ones. But it's better to experiment for better results.
Small Damage Scale and Power
Small damage from normal wear and tear throughout the metal. At large scale and strength, the effect of metal corrosion is obtained. With low chipping and damage. I will also add light scratches shortly as one of the stages in the damage.
Gloss, Metal Roughness, Damage Roughness, Rust Normal Power
Standard parameters of any shader. Gloss affects the specularity of the metal, Roughness affects the roughness of the metal. Damage Roughness affects the roughness of the transition between them (rust). Noise power on the damaged part.
Rust Power and Rust Spread
They affect the strength of wear and the strength of rust manifestation.
The strength of the influence of the main parameters from which the damage shader repels
The main parameter Pointiness, the higher it is, the stronger the damage repels from the sharpness of the mesh
The main AO parameter, the higher it is, the more damage is repelled from the base Ambient Occlusion node
The main basic parameter for receiving damage in chamfer areas. Mainly used for fine wear on corners.
Mainly used at very low settings to achieve a wrinkled effect on the edges.
Affects the display strength of the chamfer
Custom Damage ADD
Custom ADD Damage Based
Connect your image for more control. Where in white paint the places where you want to generate wipes.
Image / Color
Allows you to create a clip of the past, to reduce damage
Enhances the white color in the image resulting in increased damage
Custom Subtract Damage
Custom Subtract Damage Based
Connect your image in order to remove damage in those places where you consider them unnecessary
Image / Color
Clamps the white spectrum to narrow the area to be restored
Strengthens the white spectrum to increase the area and strength of the restoration area
Also my other products:
|Dev Fund Contributor
|about 3 years ago
|2.82, 2.83, 2.9, 2.91, 2.92, 2.93, 3.0, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 4.0
|Render Engine Used
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