{"id":4793,"date":"2010-08-28T07:00:25","date_gmt":"2010-08-28T05:00:25","guid":{"rendered":"http:\/\/4eyes.code66.se\/?p=4793"},"modified":"2010-08-23T22:22:58","modified_gmt":"2010-08-23T20:22:58","slug":"cor-ten-195-a-texture-remake","status":"publish","type":"post","link":"http:\/\/4eyes.code66.se\/?p=4793","title":{"rendered":"Cor-Ten 195 &#8211; a texture remake"},"content":{"rendered":"<p>Today we are gonna make an iron texture that I found a long time ago <em>in a galaxy far far away<\/em>, sorry, on this <a href=\"http:\/\/s885.photobucket.com\/albums\/ac55\/MakaiosTink\/walls1\/\" target=\"_blank\">website<\/a>, when I was just a young padwan in mapmaking.<\/p>\n<p><!--more-->The texture is named Cor-Ten195, and looks like this<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct01.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4806\" title=\"ct01\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct01.jpg\" alt=\"\" width=\"195\" height=\"195\" \/><\/a><\/p>\n<p>It is a little dark, but works beautifully on metal objects like handles, nails. I&#8217;e used it many times in the past, but never really taken the time to create my own version, so here we go, a full day of <a href=\"http:\/\/www.filterforge.com\/?affiliateid=200100725\" target=\"_blank\">FilterForge<\/a> up ahead.<\/p>\n<p>We start with creating a new filter, and as I first want to make a proof of concept filter, I wont make any user adjustable options to begin with, those are added afterwards, when, and if, I know the basic idea will work.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct02.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4805\" title=\"ct02\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct02.jpg\" alt=\"\" width=\"311\" height=\"305\" \/><\/a><\/p>\n<p>First we create a <strong>Perlin Nois<\/strong>e, and set the <em>Noise<\/em> and <em>Background<\/em> to rather similar colors, almost black and darker grey. We set an over medium <em>Roughness<\/em> and only a little <em>Contrast<\/em> to it. The <em>Size<\/em> is set to just 3, making the noise very small and fine grained. We also pull down Details to about 50, as we will not need more.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct03.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4804\" title=\"ct03\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct03.jpg\" alt=\"\" width=\"230\" height=\"219\" \/><\/a><\/p>\n<p>The <strong>Perlin Noise<\/strong> component, hereby called <em>the surface<\/em>.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct04.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4803\" title=\"ct04\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct04.jpg\" alt=\"\" width=\"309\" height=\"312\" \/><\/a><\/p>\n<p>Now, for height map, we use another <strong>Perlin Noise<\/strong>, with <em>Noise<\/em> and <em>Background<\/em> set to about 50% grey with only a little difference. \u00a0We set no <em>Roughness<\/em> but a little <em>Contrast<\/em> to it, and we have some <em>Scale Stretch<\/em>, and also an <em>Angle<\/em>. This will result in wave lines diagonally across the image.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct05.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4802\" title=\"ct05\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct05.jpg\" alt=\"\" width=\"266\" height=\"238\" \/><\/a><\/p>\n<p>This is the second <strong>Perlin Noise<\/strong>, hereby called the <em>height map<\/em>.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct06.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4801\" title=\"ct06\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct06.jpg\" alt=\"\" width=\"213\" height=\"417\" \/><\/a><\/p>\n<p>Now,we create two Noise Distortions hat we chain together, and feed the first one with the output from the <em>height map<\/em>.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct07.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4800\" title=\"ct07\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct07.jpg\" alt=\"\" width=\"311\" height=\"256\" \/><\/a><\/p>\n<p>Both the <strong>Noise Distortions<\/strong> are configured about the same, with small differences. The second has a different <em>Variation<\/em> setting, and a different <em>Angle<\/em>. This will make the wave ripples from the <em>height map<\/em> to be curly and wiggle instead of being just straight lines.<\/p>\n<p>So far, we have a surface (color) and a basic height map, but the thing that makes this texture unique are all the small craters in it, corrosion.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct08.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4799\" title=\"ct08\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct08.jpg\" alt=\"\" width=\"400\" height=\"166\" \/><\/a><\/p>\n<p>We create an <strong>Elipse<\/strong>, and set the <em>Radius<\/em> to about 25 and the <em>Bevel Width<\/em> to 100. Then we hook up a <strong>Circular Arc<\/strong> to the <em>Bevel<\/em> input. This is our <em>Bomber Particle<\/em> for this.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct09.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4798\" title=\"ct09\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct09.jpg\" alt=\"\" width=\"268\" height=\"652\" \/><\/a><\/p>\n<p>Now we add the <strong>Bomber<\/strong>, or particle engine, and feel the <em>wiggly height map<\/em> as its background, and the <em>Bomber Particle<\/em> as particle one.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct10.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4797\" title=\"ct10\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct10.jpg\" alt=\"\" width=\"400\" height=\"213\" \/><\/a><\/p>\n<p>We set the <strong>Result<\/strong> component to be of <em>Surface<\/em> type, and hook the <strong>Bomber<\/strong> output to the <em>Height<\/em>, and <em>the surface<\/em> to <em>Surface Color<\/em>. I also attached <strong>Slider<\/strong> controls for <em>Reflectivity<\/em>, <em>Reflection Blur <\/em>and <em>Metallic<\/em>.<\/p>\n<p>And guess what, it worked! Now when the proof of concept is tested, we can add some manual setting to the filter.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct11.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4796\" title=\"ct11\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct11.jpg\" alt=\"\" width=\"400\" height=\"545\" \/><\/a><\/p>\n<p>First, we design a color selector based on the chosen base colors we had. We use static configured <strong>Blend<\/strong> components just to feed the colors into the next component, a <strong>Hue \/ Saturation<\/strong> modifier.<\/p>\n<p>We hook up two <strong>Slider<\/strong> controllers and an <strong>Angle<\/strong> controller for controlling those values, <em>Hue, Saturation, Lightness<\/em>. This will work nicely.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct12.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4795\" title=\"ct12\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct12.jpg\" alt=\"\" width=\"400\" height=\"291\" \/><\/a><\/p>\n<p>Second, I found out that the reflection should be a little higher in the craters (to get the Cor-Ten 195 look of it. So I tap the transparent <strong>Bomber<\/strong> output (<em>blending the result onto the height map instead of having the height map as a background<\/em>), then use a <strong>Blend<\/strong> to put those dots onto white background. Then I use a <strong>Threshold<\/strong> component to give the crater dots just a little lighter shade. I then pass that to another <strong>Blend<\/strong> component, where I let the <em>Reflectivity<\/em> slider set the <em>Opacity<\/em> against a black background.<\/p>\n<p>Are you ready?<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct13.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-4794\" title=\"ct13\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/08\/ct13.jpg\" alt=\"\" width=\"400\" height=\"400\" \/><\/a><\/p>\n<p>I think I nailed it pretty well, and the upside now is that I can make many different types of rusted or non rusted iron textures, with different reflectivity.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Today we are gonna make an iron texture that I found a long time ago in a galaxy far far away, sorry, on this website, when I was just a young padwan in mapmaking.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4,8],"tags":[13],"class_list":["post-4793","post","type-post","status-publish","format-standard","hentry","category-mapmaking","category-tools-of-the-trade","tag-filterforge"],"_links":{"self":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts\/4793","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=4793"}],"version-history":[{"count":3,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts\/4793\/revisions"}],"predecessor-version":[{"id":4809,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts\/4793\/revisions\/4809"}],"wp:attachment":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=4793"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=4793"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=4793"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}