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Procedural Imperfections?

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    Procedural Imperfections?

    Reality isn't perfect, so our renders shouldn't be either. If we want to simulate what a room actually looks like in reality, we need to add more to the scene than post-process effects, walls, and materials.

    Looking at the floor of my office right now, I could say that the carpet is black. As clean as it is, there are still specks of dust, small clumps of dirt, and other imperfections. If I were to recreate this floor in UE4, my first thought would be to add a black carpet material and maybe factor some procedural imperfections on top of it. To match realism, I could add some camera effects to give it a better look. After building and rendering, I would have an idealistic version of what the floor might look like. Throw some shallow depth of field on it and call it a day, right? I don't think that is good enough. It certainly isn't precise enough.

    Does anyone have a method for adding these little things? I'm talking about small clumps of dust, dirt in the corner, random rare bumps and extrusions on plaster walls, etc. I would be hesitant to add additional geometry - considering the things I'm referring to are less than a centimeter in size. Maybe some macro texturing with POM and normals?

    Any ideas?
    Steve Biegun
    Virtual Design Manager

    #2
    Texture painting perhaps? In all honesty though you'll be hard pressed to get a fee that justifies this kind of detail. Most of the renders you see that go to that extreme are personal projects.

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      #3
      Decals would be perfect for this

      https://docs.unrealengine.com/latest...tor/index.html
      My Porfolio

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        #4
        You can use things like decals, or masks to be able to blend multiple tiled textures together. Vertex painting is also a way to create a mask that you can use to blend textures.

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          #5
          Very high frequency detail maps that only show at close range can be good idea too.

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            #6
            vertex painting can help for that!

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