I was wondering if anyone had a procedural workflow for edge chipping for glass and/or other translucent object like raw gemstones?
Thanks in advance!
I was wondering if anyone had a procedural workflow for edge chipping for glass and/or other translucent object like raw gemstones?
Thanks in advance!
It might be difficult using materials.
You’d probably be better off looking at geometry nodes and procedurally modelling them instead. Your material setup will then be much simpler.
I’m trying to recreate a rough white chipping like effect as if just mined to the under side. I was considering using a mix shader node and creating another material but wasn’t too sure on how to make it. The idea is to create two varients. A clean and a flawed, with the flawed being the chipped version.
Actually, what you are proposing with the mix node would work. Simply have 2 node trees in the same material and attach them together with a mix shader. The fac will then control where each material appears.
You could use 2 sets of seamless textures, one clean and one damaged and apply them using box mapping, so there are no seams.
Then, create a new, blank texture and plug it in the fac of the mix shader. Use texture painting on that new texture and you can paint the 2 materials on different parts of the object. Alternatively, you could replace the hand painted mask with some edge detection method:
Once you are done, you then bake the material into a single set of textures.
The bevel nodes is one option, i thought i could be used with adaptive subdivision, but i cant figure out how.
bevel_node_adaptive_subd.blend (104.8 KB)