

We will focus on building our base layer first so let's disable Layer 1 until we wire our patina layer in. If a layer is enabled but not connected the entire render will go black. Note that Layer 1 is enabled by default with the assumption being that there will usually be at least two layers coming in to the PxrLayerMixer.

There is a BaseLayer plus four other layers, numbered 1-4. Let's take a look at the default state of a PxrLayerMixer shading node: This sets up the node where we will be connecting all the layers. A patina, a diffuse layer that's a bit crusty and blue-green in colorĬreate a PxrLayerMixerand connect its out port to the inputMaterial port of the PxrLayerSurface.Two basic layers of materials are needed: Another method for creating a patina is to use vinegar and salt to create a crust on the metal, which is the look we'll experiment with here. For example, heating a metal to produce different colors could be replicated using the iridescence attributes in PxrLayerSurface. Depending on the look you are aiming for the layout of the materials will vary. In researching the creation of a patina on copper or other metal you will find it is a multi-stage project which can involve a variety of methods.

Layer-specific attributes such as color and texture come from upstream materlal(s) connected into the inputMaterial attribute.įrom here planning is very important to avoid duplicating work and making your material network as simple and useful as possible. PxrLayerSurface contains only global attributes which would apply to all layers. The reason for this is that PxrLayerSurface is designed as the Bxdf on top of which layers of patterns are combined. This is the framework that will inform RenderMan which materials will be rendered for the assigned object (new nodes are colored with red):Īt this point you could render with our new shading network but there's not much you can do with this material on its own this node has a limited set of attributes. Step 1: PxrLayerSurfaceĬreate a shading network and assign a PxrLayerSurface Bxdf to your object. The scene is renderable at this point, however we have no materials assigned to the statue so it will render with RenderMan's default Bxdf shader: PxrDiffuse. Load the layeredMaterial_prep.katana tutorial scene which contains the framework for loading the statue geometry, a ground plane and spot lights.
#Copper with patina color fabric download#
At the bottom of this tutorial you can find a Katana scene to download with the parts necessary to reproduce this image. This means effects like car paint, labels on bottles, dirt or mud, can all be layered efficiently for rendering.īelow you can find a step by step example of creating a patina on a bronze statue. As a result, custom colors may not reproduce entirely as expected.RenderMan allows for creating complex looks through layering materials. Tonal: This design is textured, layered, transparent, or tonal in nature. Custom colors will therefore mostly reproduce as expected. Solid: This design features relatively solid, opaque colors, which lend themselves to customization. The pattern drops exactly half of the vertical repeat along the horizontal line. It can be fitted to any space by scaling the design or by tiling the design without affecting the scale. The pattern matches straight across horizontally.Ĥ-Way Half-Drop Match: This design is a fully repeating pattern. For significantly wide installations it can be scaled and/or repeated to fit the required space.Ĥ-Way Straight Match: This design is a fully repeating pattern. For significantly tall installations it can be scaled and/or repeated to fit the required space.Ģ-Way Horizontal:This design repeats from side to side. For significantly wide or tall installations we will normally crop, stretch, or mirror the design to fit your space.Ģ-Way Vertical: This design repeats from top to bottom. None: This design is not a repeating pattern. Infinite: This is a vector-based design which can be scaled almost infinitely without any loss of sharpness or quality. While created to be as scalable as possible, it may begin to degrade when scaled beyond 12 feet in height. Standard: This design is a raster-based image. As such the image may begin to degrade when scaled beyond 9 feet in height. Limited: This design is created from an original photograph or hand-crafted piece of art.
