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June 4, 2012 8:00 AM

 

By Daniel RadialRonnie Metien


Basic Cycles Cavity shader tutorial.


weo8Z.png

This walk-through is thorough and detailed in its explanation and only assumes only basic knowledge of interface manipulation. 

ZWjwM.png

Firstly you need to insure that your mesh is high-poly enough because we will be using Vertex Colors. The monkey mesh shown about is NOT high-poly enough and will show streaking in the final result if not subdivided.

Add a sub-div modifier and apply it if you think it's needed.

idXd1.png

Hop on over to the Vertex Painting mode.

2dXRG.png

In the Paint menu in the footer, select "Dirt Vertex Colors."

xY6qv.png

This is the result of the bake with the default settings:

8JKWE.png

Directly after giving the AO bake command, press F6 to open the settings for this command;

jNBWM.png

Enter a smaller value for the Highlight Angle field to make the exposed areas stay white, and the cavities become darker.

3FhJz.png

This makes the overall result too bright, so you need to repeat these steps several times (I had to do it ~5 times)
[edit] To clarify, you need to rebake, and change that setting for each time to repeat the process. Simply pressing F6 several times won't change anything.
Keep in mind that once we are finished with this shader, Pure White will only be our one shader while Pure Black will be only the secondary shader.

This looks much better:

iVWNL.png

Now for the fun Part:
Add a new material, and change the surface type of Mix Shader:

VUsFL.png

Change the two mixed shaders to Glossy and Diffuse (in that order)

lqprJ.png

Now split a new node window making sure that you are seeing material nodes.

YkPIu.png

Change the shader colors to suit your needs. Here I set the Base glossy color to a brassy color, and the cavity shader to a bronze patina color (with exaggerated saturation).

DqkhA.png

Add a new attribute node:

LlEod.png

Quickly pop open the Object Data tab:

lpvKr.png

Copy the Vertex Color name.

0tWvS.png

Paste the copied vCol name into the attribute node:

hMWjP.png

Plug in a a color invert node:

hfi8v.png

This is what everything should now look like. Notice the attribute's output is plugged into the Col value of the invert. By default it'll go into the Factor value which is something totally different.

DWoih.png

Upon render, your shader could look something like this:

tUMjB.png

lp2tM.png

vBu33l.jpg

There several things you could do differently. For example, you might have used different settings at the AO bake stage. You might have tweaked the baked vertex colors manually with the paint brush getting 'custom' results.

The shader is as basic as you can get it. You could modify this to your heart's content to get exactly the results you want.

Check out the .Blend file if you have trouble following the tutorial:
.blend (130kb)


Related Links:

1. http://blenderartists.org/forum/showthread.php?241389-Dirt-procedure&p=2036346&viewfull=1#post2036346

2. http://danielsarts.tumblr.com/

3. http://www.livelightstudios.com/

4. http://dan52t.deviantart.com/gallery/

Views :
121944
Registered Date :
2012.06.04
21:46:03 (*.226.203.124)
Trackback :
http://blendernews.org/xe/1262/dfe/trackback
Article URL :
http://blendernews.org/xe/1262
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