The curvature shader is an easy way to add detail and realism to your shaders. In this short tutorial, we will use the curvature shader to create a wear and tear shading effect. It will be used to represent where the edges of a hard surface are scraped on the model of a mech. Notice in the image above how the edges of the paint appear worn off, exposing the metal underneath. You can use either a layer shader or a mix_shader in this tutorial.
The shader used in this scene can be downloaded here. |
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- A video tutorial can also be found here.
- As well as the Layered Shader you can also use the mix_shader.
Layer Standard Shaders
A Layered Shader is used to layer two different standard_surface shaders. We will use one standard_surface shader for the top green paint layer (green) and another standard_surface shader to represent the exposed metallic surface underneath.
- Create a Layered Shader and assign it to the object.
- Create a standard_surface shader and rename it Green Paint.
- Create another standard_surface shader and rename it Metal.
- Connect the standard_surface shaders to the Layered shader as in the image below.
Curvature Shader
- Connect a noise shader to the radius of a curvature shader (bias and multiply will work too). Experiment with different noise settings to get the look that you want. Don't forget that you can connect a color_correct shader to the noise shader to further refine the appearance of the 'worn' look.
- Connect the curvature shader to the transparency attribute of the layered shader. This will control the blending between the two standard_surface shaders.
Bias
Samples
Final shader network