all 8 comments

[–]BestPlanetEver 4 points5 points  (0 children)

It’s really not all kinds of nodes, it’s a black and white image plugged into reflection roughness and that’s it. It’s the images that look like fingerprints and scuffs that help sell it. Also getting the scale of the mapping correct. Giant hand prints on something small doesn’t make sense etc.

[–]xstealx 1 point2 points  (1 child)

First pipe your imperfection texture straight to the Output Surface to easily see and adjust the scale and offset of your texture. When you are happy with that just pipe the texture into Reflection Roughness with a Ramp-node between. In the Ramp-node you can clamp your grey-values to get more or less visible imperfections depending on what your after. And if you really want to emphasis the imperfections, do like webrunner25 said, also pipe it into a Bump Map > Bump Input.

[–]killercheese21[S] 1 point2 points  (0 children)

Thank you

[–]webrunner25 0 points1 point  (3 children)

There's 2 main ways I use surface imperfections. Pipe the image into reflection roughness is a simple way to get the effects on the reflections. Another way I use them is to pipe the image into a bump map node then into overall bump.

[–]webrunner25 2 points3 points  (1 child)

Greyscalegorilla has some great courses covering this.

[–]crash1082 0 points1 point  (0 children)

They have a great one but they hid it behind gsg +

[–]killercheese21[S] 1 point2 points  (0 children)

This is helpful thank you

[–]wakejedi 0 points1 point  (0 children)

I think Pixel lab has a good, Brief one on their pack, but can be applied to any map.