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Continuing where we left off in part 1, I will be going over the texture assignment, finding a way to use the extra UV attribute to make a mask for our texture assignments, using UserData. I will begin to develop further our shaders, in particular the car paint surface using OSL, RS State and Maxon Noises to break down the material into 3 layers of detail from large, medium, small. This process is what I will be using as we continue to develop the materials across the vehicle. I will also discuss some troubleshooting when you run into large Tangent calculation times and what can be done to reduce them.

This is still the fundamentals that we need to get going on the materials, and this will transition into further detailing and refinement in the next part once we begin touching the new Flakes Shader, Thin Film and how we can leverage it to make different car paints and the new backplate feature in parts 3-4.

Thanks again guys for the support, I Look forward to continuing this series and develop these materials further. Have a great day!

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Patreon Tutorial #46 - 1970 Triumph Stag Project - Part 2

This is "Patreon Tutorial #46 - 1970 Triumph Stag Project - Part 2" by Saul Espinosa on Vimeo, the home for high quality videos and the people who love them.

Comments

Paul Colton

My version (newer?) of the OSL scratch shader has a 'UV Source' option, which I'm not sure what to enter there as I can't reproduce the look from the tutorial.

Saul Espinosa

I believe that version was broken actually haha. So you might want to grab the latest off of the GitHub Repo. Also as an extra test you might need to use very very small values at time. It’s really sensitive and was built with small objects in mind for sure.