Thursday, 1 December 2011

WineGlass Texturing


Finally with the shaders set and behaving normally, I exported the UVs from Maya and brought it into photoshop to start texturing process. I deliberately created the UV in a way that all the main surfaces on the upper part of the glass are connected on the UV layout. So I can just paint the dirty and stains freely without having to worry about the ugly seams showing up in the render.


I used a 'Smear' tool in photoshop, which distorts the texture to match the UV layout. This way the stain will be placed nicely around the tip edge of the glass.



Just to see what it looks like, I plugged the texture map into the 'Color' slot under 'Diffuse' section of the mia_material shader, but the stain was very faint.


This is a finished version of the texture map. As a result of the previous render tests, I made the texture really dirty, hoping this will compensate for the loss of details.
Besides the tip ring stain at the start, I have included a layer of finger prints, two layers of wine dripping trail, also two layers of wine spray stain. On top of that is a layer of dust with marks of finger prints and water drip marks over it.



I did a render of the lower part as well, though you can faintly see a bit of dirt pattern on the stem and the base, but it is still way too clean compare to what I am trying to achieve.


So I tried to create a specular map for it, trying to see if that would change the way light reacts with the dirt and hence making it more effective.



I plugged the specular map into 'Color' slot of 'Reflection' but nothing seemed to have change drastically. I tried to change the 'Glossiness' and many other settings.


With no luck, I decided to redo the entire step again and see if I have missed anything. Above is an image rendered out without the photonic material plugged in.


This is with photonic material plugged in, as well as the specular map influencing the caustic patterns.


Then, I decided to try and plug the texture map into 'Color' slot in the 'Refraction' section, and something dramatic has happened.




Above images are getting closer to what I was looking for, so it is apparent that I should have plugged it into the 'Refraction' area in the first place. Now the texture is way over the top.





I played around with different specular and diffuse settings until I think it looks right.




Then I fixed the look of the caustic patterns.



The tutorial also taught me how to use the 'Map Visualisers' to show what the caustic patterns are like.



 At the end I fixed the texture maps and reduced the amount of dirt on it.





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