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Those wear marks and fine textures probably are photos, kind of. It turns out one of the ways photorealism is achieved is by mapping textures onto 3d objects, a
by Joeboy 9y ago
Those wear marks and fine textures probably are photos, kind of. It turns out one of the ways photorealism is achieved is by mapping textures onto 3d objects, and those textures usually originate from photos.
- compgen 9y agoFrom heavily edited photos where the original surface has to be decomposed into rough estimates of base color, metallicity, roughness, anisotropy, subsurface scattering, transparency, normal maps, etc etc.
- fish_fan 9y agoMetallicity?
- Kubuxu 9y agoLight reflects/diffuses of metals if different way then from non-metallic objects (insulators). This gives metals characteristic shine you can't replicate without metalic particles in real world (metalic paints). PBR Shaders take this into account and this creates so called "metalness workflow" instead of "specular workflow". With specular workflow you would specify color of diffused light and color of reflected light (specular map, usually white for insulators and in color of the metal for metals). In metalness workflow you specify albedo map and metalness map. The metalness map is usually 1 or 0 as materials in real world are either metals or not. See https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ https://www.marmoset.co/posts/physically-based-rendering-and...
- fish_fan 9y agoInteresting—I've read the original PBR book but didn't realize that such robust support and culture had grown up around it.
- jordache 9y agoEven the dents on the lens? Texture wouldn't be able to generate actual geometric deformities can it?
- snailmailman 9y agoTextures can create the illusion that certain small deformities exist. This is often used for scratches and things that are not always modeled. https://www.marmoset.co/wp-content/uploads/2014/01/lenstextures01.jpg https://www.marmoset.co/wp-content/uploads/2014/01/lenstextu... Scratches like these could sometimes be painted directly onto the texture - or maybe sculpted onto a higher-resolution model and then "baked" down to the lower-resolution model. In this step lots of data from how light bounces off the high-resolution model can be imprinted to a texture and re-used in a lower-resolution model. If you want to learn more the terms to be googling are "normal mapping" and "bump mapping" In this article - If i was to guess; all the pictured spheres are perfectly spherical, and just textured differently. https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ https://www.marmoset.co/posts/physically-based-rendering-and... Also - heres an interactive model of the lens: https://www.artstation.com/artwork/kl0A6 https://www.artstation.com/artwork/kl0A6 The "Layers View" button in top right gives you a neat view of the model with/without certain texture layers
- jordache 9y agonot talking about bump mapping. Talking about the dents on the lens' filter silver filter ring. I doubt it was modeled. https://www.blender.org/wp-content/uploads/2017/08/camera_pbr_demo_cycles.jpg https://www.blender.org/wp-content/uploads/2017/08/camera_pb...
- Zelizz 9y agoThat can be done pretty easily with adaptive subdivision and displacement mapping. You could also just create a super high-poly mesh manually and paint in the dents.
- a_e_k 9y agoSure. That's called displacement mapping. Fairly ubiquitous in high-end renderers.