Adding Dirt
This tutorial outlines various methods of mapping your models to look realistic
- in essence, dirtying up the otherwise shiny "super real" look of
computer generated imagery.
Level: Medium
Scope mapping
Perhaps the most useful method of creating additional detail to your scenes
- scope mapping allows the user to add additional materials to a single object/level.
Each successive material takes precedence over the previous material. e.g. the
material at the bottom of the select window is placed on TOP of the material
underneath in the model. (i.e. each material is layered successively, the lower
in the select window, the closer to the top or front of the material.)

This is useful for adding graffiti to walls - rust stains, drains in the ground
- or overlay any object or material.
To effectively use scope mapped materials - one generally makes use of an alpha
channel or seperate image that is used to "cut" the material (unless
a simple square parallel map suffices). This alpha channel can be applied to:
- The Scope channel - which will simply cut out the extent
of the mapping.
- Or the Fade channel - which actually cuts the object that
is mapped.
Obviously we can map any image to any channel in Realsoft 3D - but for the purposes
of this exercise we shall deal with scope and fade mapping. To achieve the "cutting"
action can also be brought about by a variety of means:
- Using the clip material in the standard /image templates
- Using an Image Alpha channel like in a 32 bit Targa file
- Or having a seperate Greyscale image to the color image.
Fade mapping with the CLIP function
The clip material uses a color range to determine what extent should be cut.
This material is best used for areas of solid color. If the mapped material
has a blue background, we can set the clipping range to encompass all the blues
to cut out. Refer to:
example project file: dirt/projects/iron.r3d

In this scene, the blue in the image is used as a mask. (Below) We can set
any color as a range - ideally it would be a color that is not used in the
image. This method generally produces a hard edge and is probably the least
desirable.

Scope mapping with two images
The next scene example project file is: dirt/projects/scope01.r3d.
This example uses two separate images. The diffuse color image D_manhole.jpg and an Alpha
image (Cutout) called A_manhole.jpg. Its often a good idea to prefix all your
textures with B_ for Bump, A_ for Alpha, etc.

This simple scene has mapped two materials onto one object. The foundation
is the concrete material that surrounds the whole floor. On TOP of that (i.e.
below it in the select window) we have put our manhole texture. Note the structure
of the manhole texture.

It is very simple : The Scope channel is set to our alpha channel image (shown
above). Note that black designates complete transparency - and white designates solid
areas of color. Any grey between these values would give a soft transition
between the two.
The color channel is set to the color image of the manhole. Note that the color
image does not need to be cut out. The alpha image or channel does this for
us.
The end result is a manhole sitting in concrete on one object. The scope channel
is very useful for adding all manner of materials on top - Windows, graffiti,
leaves, grime, etc.
Dripping rust often congregates under beams and appendages - adding a simple
scope rust material over and over again can add whole dimensions to your scene
- all from either an image map or simply a dark color mapped on top of another
material with 0.25 % scope.
Materials useful for Dirty mapping:
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Adding Noise over materials
Using a low scope - one can "dirty" otherwise bland areas or
disguise repetitive materials by simply adding a noise texture. Click
HERE to see the values.
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Faking shadows
Using a simple greyscale gradient image, we can add shadows under eaves,
or add subtle radiosity like effects to objects. Adjust the scope level
to increase or decrease the effect of the material.
project: dirt/projects/gradient.r3d
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Angle based scope
This material takes into account an objects ANGLE to the materal mapping
- hence we can add "dust" to the top of objects simply by applying
this material downward. Often having a white down material and a dark
up material can effectively simulate both sun burn on top and grime underneath.
project: dirt/projects/dust.r3d
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Darker bumps
This material uses the height of the bump to add grime into the gaps.
It essentially only burns the darker regions of the bump material - but
can be good for tiles and very rough materials.
project: dirt/projects/dirtybump.r3d
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Perpendicular scope
This can be used to fine tune materials that should only fall on a certain
area of an object - used in conjuction with a finite mapping method -
this is particularly useful for additional dust and grime.
project: dirt/projects/smscope.r3d
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Truly Effective materials make use of the whole gamut of available channels
: Specularity, Color, Fade, Bump, Transparency, etc. Through clever use of materials
we can keep geometry to a minimum and maximize the realism of a scene. Let's
have a look at a scene created earlier and examine how it works.
Click HERE to go to next tutorial in Dirty mapping
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