Dusty
This shader deposits 'dust' on surfaces, to give them a sort of old, dirty look.
Dust is deposited depending on the surface angle in world co-ordinates - +y being up.
A horizontal surface gets the most dust, tapering off to none for a verfical surface,
and none for inverted surfaces.
Dust color is faded into the surface color, the specular is reduced towards black (to
get rid of those highlights), and the transparency and reflectivity are attenuated
appropriately.
Noise is an option to give the dust more of a 'real' appearance....without it it
looks more like grey paint.
You can get fairly good results with this shader, but it takes a lot of tweaking.
OPTIONS:
- Red, Green, and Blue
New Option. Obviously, the colour of the dust...
- Dust thickness
How heavy the dust is.
- Stickyness
New Option. How strongly the dust sticks to the surface as the surface
changes from horizonal to vertical.
- Noise
toggle to turn noise on/off
- Noise Scaling
the noise is computed using the Perlin noise
function that is part of the standard mental ray library. Because the noise may
not be in the correct scale with respect to your geometry, you can scale it.
- Noise Level
how 'heavy' the noise influence on the dust is (a noise level of zero is the
same as having noise turned off).
- Reflectivity Attenuation
how much the reflectivity is attenuated at maximum dust.
- Transparency Attentuation
how much the transparency is attenuated at maximum dust.
The dust is deposited using a scaled cosine interpolation depending on the
surface angle. In the future there will be a slider to better control the
surface 'stickyness'.
NOTE: I'm still not happy with this shader, but it's pretty useful to some
so I've decided to release it. If you have any suggestions on how to make
it more 'real', please pass them along.
Jason Bright
Developer Support - Softimage Montreal
Revision History:
January 10, 1995 - Initial Version