Oil rubbed metals and Edge masking problems

Question Materials and Textures

Hey guys,

I've been trying to get this oil rubbed bronze kinda material for my craftsman project. it was suggested I try edge masking but for some reason the bevel and ambient occlusion nodes aren't picking up most of the edges. Anyone know what I'm missing or can suggest how they'd do the texture? My first Idea was just noise maps but it comes through a little tiger stripey on the metal colour..


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Reply
  • Sam Edgar(AngelAzrael) replied
    Solution

    Ahh I have realised I could've used the pointiness node in geometry to mask the edges as well my bad guys

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  • Martin Bergwerf replied

    Hey Sam,

    Glad you got it working, but I'd double-check your model anyway; the AO looks wrong and that will be (partially?), because the Distance is set to 1 (meter). The fact that the Bevel seems to misbehave, while your Scale is Applied, makes me think of double Vertices, but maybe it's something else.

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  • Sam Edgar(AngelAzrael) replied

    Cheers Martin, I tried changing the distance to .001 and .1 due to the scale which has made it more conforming but the edges of the long bar still aren't getting caught. Probably because theyre in well exposed areas though. but the bevel shader node still isn't working. Tried turning off the bevel modifier in the stack but made no difference. I'm not gonna worry about it though the pointiness method is working well!

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  • Martin Bergwerf replied

    To catch the Edges of the long bar, you'd need 2 AO Nodes, with one set to Inside, something like this:

    AO_00.png

    But stick to the Pointiness if that gives you the result you want. (The problem with Pointiness is, that it depends on the Vertices, the more Vertices, the more accurate the Pointiness.)

    I was just worried about the Bevel Modifier not working correctly. That would most likely mean that there is a Modeling issue.


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  • Sascha Feider(SFE-Viz) replied

    Looks good. I'd still mix a tiny bit of noise in to break it up a bit.

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