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TG Dusty / TG Dusty Texture |
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PARAMETERS |
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Range : -10 to 10 Determines the overall strength of the dust effect, including colour and reflectance. The range 0 to 1 is the standard range, with 0 meaning that the dust has no effect, and 1 meaning it reaches a normal intensity (as determined by the material settings) at the maximum dust depth. Values greater than 1 give an “overloaded” effect, similar to the dust having a glow of its own, while negative values give a “colour subtraction” effect (not related to anything real world, but potentially useful for unusual effects!). |
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Range : 0 to 1 The dust effect is comprised of two fades, one fading the colour from the base material to the dust colour, the other fading the reflectance from the base material values to the dust material values. The Dust Strength controls the overall effect of both these fades, while the Dust Colour Strength affects only the fade in colour. If set to 0, then the colour used is always the base colour (Dust Colour has no effect), but the reflectance values will still fade from base to dust material values, allowing you to create “tarnishes” with little or no colour change. |
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Sample renders for Dust Colour Strength. Note the base material is blue, and the Dust Colour is red. When Dust Colour Strength is 1, the full effect of the colour of the dust can be seen - when it is 0, no colour change is seen, although the change in the reflectance attributes between the “dust” and the “base” material is still visible (the dust has no reflectivity set). Note that no Dust Noise was used in this render, to keep the results clearer to see. And yes, there is a chequered plane above the sphere as well as below! |
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These first three images use a Dust Max Angle of 1, and vary the Dust Min Angle : |
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These two images keep the Dust Min Angle set to -1, and vary the Dust Max Angle : |
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By reducing the Dust Strength Facing Viewer to 0, the dust effect is removed on surfaces which face toward the viewer, as seen in the left image. Further, but altering the Angle for View Angle Fade to 0.9, the dust effect is constrained only to those surfaces at steep angles to the viewer, as seen in the right image. |
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Range : Off or On When unchecked, the shader uses an Infinite type dust source - the dust is layered on the object surface as if coming from a uniform direction (just like an Infinite light). When checked, the shader uses a Point type dust source, and the dust is then layered on the object surface from that point source (the dust will lie on the object in the same way as lighting from a point or local light would illuminate it). This means that the dust effect will have a “centre” on the object when the Point Dust Source parameter is checked. For example, on a flat surface such as a floor, the dust will lie in a circular area, depending on the angle between that point on the surface and the location of the dust source when checked, whereas when unchecked, the floor will be covered with an even layer of dust. Also note that the Dust Min Angle will control the “size” of the circle of dust. See the sample renders below for the effect of a point dust source (the Dust Source Position was set to be quite close to the plane). |
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