How about texturing without any UV’s?
Procedurally generating surfaces for any object size and shape. That’d speed the texturing process up right?
Well look closely at many surfaces and you’ll probably find some kind of wear and tear, scratches, imperfections, cracks, scuffs and dents.
Recreating these texture details in our cycles materials is a problem we’ll have to solve time and time again.
Here we’ll go over one way to help generate these sorts of cracks with worn edges, scratches and scuffs and give ourselves some versatility in the controls while we’re at it.
Here’s the chapter list of what’s covered…
31.28 Worn Edges
Cracks/Scratches/Worn Edges Examples from CG Textures
We’ve got 2 types of worn edges going on here too. We’ve got the highlighting you can see around the scratches and we’ve got the smudgy looking darkening around the cracks.
These are the kinds of effects we’ll be attempting to mimic with the below node setups.
This is the crux of it. This is the secret sauce of the whole dish – The cracks/scratches. It’s also the most complicated part of the whole setup too.
Once the above is setup the rest is easy.
Thanks to Bartek Skorupa for laying out this idea so nicely at the blender conference. Thanks also to CG Master Greg Zaal for suggesting this kind of workflow a while back on his adaptive samples blog to create distortion in your textures without manually having to move vector coordinates all over the place.
WORN EDGES NODES & BLUR
This is basically a duplication of the cracks setup without the end invert node, the real key here is the blurring that happens on the nodes before this that affect the vector information. Setting the scale super high is all we really need.
Finally we just need to mask out the cracks and then add a fade control to the worn edges and then we’re done.
If you’d like to poke around and see this up close check out the blend file here.
There are plenty of improvements that could be made (for example I would also suggest adding some finer noise to help break up the cracks and scratches) and there are likely alternative ways to do all of this. Please let me know if you develop it further and if you manage to make use of this in your shaders please show me the results!
Until next time! Aidy 🙂