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VEX metallic paint


daland

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Hi kids,

Remember that red metallic tricycle you had when you were a kid? Well

I have started to dive into VOPs and am working on creating that

"candy apple" car finish... (I am from Detroit after all) I also added some

handles to play with adding some "flake" into the paint...this is just my first version, but of course any comments are welcome..

I am using gaffer (in lightwave) as my model for controling a couple levels

of specularity..I will attach a hip too...

thanks,

david

post-9-1037157231.jpg

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It's a good start indeed.. Did you look at any of the metallic paint shaders on highend3d.com?

Another nice idea is to add a glitter term for glitter suspended in the lacquer. Here's a nice way of trying it:

for( number of glitter passes)
-  randomize the normal a bit
-  calculate very tight specular highlight using randomized normal
add accumulated gltter specular to Cf

and some other stuff. ;)

(Also, the fresnel term seems busted.)

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thanks jason,

the idea started on what I could get using gaffer on lightwave...but yea

I checked out the metallic paint shader on Highend3d.com for my latest

inspiration...

I will work that random flake into the mix...great idea..

I used to custom paint bikes, and cars...a long time ago ....(sound of

bones creaking) Now the rage is custom computer cases!

david

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  • 4 months later...

I downloaded the metallic car paint shader and was checking it out. I am very new to Vex and was wondering if any one had the time and some experience with VOPs could explain how the VOP network works.

I am so lost when looking at an entire VOP net, i mean i understand each individual node pretty well but where a node is placed and what it is being exactly used for escapes me. I really want to learn this VOP stuff and thought this car shader is a good example of VOPs if it was explained in depth. I am sure many people could benefit from having this explained not just me. So is anybody up to the challenge?

BTW nice Vex shader daland :D

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Thanks for the compliment...sadly we were just "informed" today that

"we" have decided to switch to maya....

so now I will be becoming a houdini "hobbyist"

as far as learning from the shader...to be honest it was a real hackjob of

trying different things...once I get my apprentice set up at home I will try to

dive back into it....

I would suggest breaking up the shader into more simple components to get

whats going on and how noise is being layered into the color...but right now

I don't have much houdini access to look at it...

david

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