PlyEdit: Dirt
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{{fig}} shows increasing Radius from bottom to top, and increasing Grain from left to right. | {{fig}} shows increasing Radius from bottom to top, and increasing Grain from left to right. | ||
- | To calculate the dirt, click on the '''Calc''' button. It will turn into an '''Abort''' button, which you can use to stop the calculation before it would normally finish. | + | To calculate the dirt, click on the '''Calc''' button. It will turn into an '''Abort''' button, which you can use to stop the calculation before it would normally finish. {{img|PlyEdit-dirt4.jpg|Different Dirt Levels}} |
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+ | Once the calculation is complete, you can change the '''Clean''' and '''Dirty''' gray levels if you wish. This is a "free" operation; the dirt doesn't need to be recalculated just to adjust appearance levels. The left side of {{fig}} shows black dirt, and the middle image has grey dirt. | ||
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+ | The polymesh on the right side of {{fig}} has inverted levels, where the '''Clean''' level is grey, and the '''Dirty''' level is white. This could simulate a clean object that's been handled by someone with dirty hands. | ||
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+ | When you're happy with the dirt appearance, add it to the polymesh color by clicking on '''Apply Dirt'''. | ||
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+ | If you wish you can now add more dirt at a different '''Radius''' setting. Each '''Apply Dirt''' is accumulative, adding more dirt to previous applications. | ||
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+ | '''Note:''' Dirt calculation times on large polymeshes can take several minutes, even hours in extreme cases, but the calculation is only performed on visible faces. You can hide most of the polymesh, when fine tuning the dirt parameters, to speed up the initial trial-and-error process. |
Revision as of 09:55, 15 December 2010
Often realism in computer graphics can be greatly enhanced by adding imperfections to color textures. These naturally occurring features, a result of an object's exposure to the physical environment, can include rain staining, scratches, scarring, bleaching, corrosion and the accumulation of dirt. With the Dirt tool you can automatically calculate the later; dirt (black) is added to the polymesh color in crevices (see right side of Fig 1).The Dirt tool (see Fig 2) has three main parameters that control the dirt calculation process:
Fig 3 shows increasing Radius from bottom to top, and increasing Grain from left to right. To calculate the dirt, click on the Calc button. It will turn into an Abort button, which you can use to stop the calculation before it would normally finish.Once the calculation is complete, you can change the Clean and Dirty gray levels if you wish. This is a "free" operation; the dirt doesn't need to be recalculated just to adjust appearance levels. The left side of Fig 4 shows black dirt, and the middle image has grey dirt. The polymesh on the right side of Fig 4 has inverted levels, where the Clean level is grey, and the Dirty level is white. This could simulate a clean object that's been handled by someone with dirty hands. When you're happy with the dirt appearance, add it to the polymesh color by clicking on Apply Dirt. If you wish you can now add more dirt at a different Radius setting. Each Apply Dirt is accumulative, adding more dirt to previous applications. Note: Dirt calculation times on large polymeshes can take several minutes, even hours in extreme cases, but the calculation is only performed on visible faces. You can hide most of the polymesh, when fine tuning the dirt parameters, to speed up the initial trial-and-error process. |