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Rust With The Electric Plugin

3.2.2006, 13:19
Submited in: 3D | Total Views: 51791

Author: Dejan Sparovec

In this short tutorial (it takes only a couple minutes to complete) I am going to show you how to use the electric map plugin from Blur Beta to make a rusty material (trust me, I know what I'm talking about =).
First, you will need to download the plugin from their site: http://www.blur.com/Tech/blurbeta_plugin_old
Be sure to check the whole list for more useful plugins, also mostly maps.

After installing the plugin and opening max, first make a base material that you will make rusty, any kind will do. I will name it the base material. Now, choose another material slot, and in the diffuse slot (any map slot, actually) put an electric map. Drag the electric button to the same material slot and choose instance (*Tip 1) so that the map appears instead of the material sphere. In the noise  parameters of the map, choose Turbulance. For now leave the othe settings as they are, but be sure to play with them later.

Create a new Blend material and choose to discard the old material. In the Material 1 slot drag the base material. Now click on the Material 2 slot, then on Standard as if choosing another material
type. In the Browse from: section choose Mtl Library and select the old metal material or any
other rusty, old metal or similar if you have created them.



In the material's bump map slot drag the electric map and choose Copy, swap the black and
white colors with the button (*Tip 2) and lower the bump to around 6 for example. Go back to the blend material and in the Mask (*Tip 3) slot drag the electric map you had created earlier. Choose instance.

Assign the blend material to an object and render to check that the size of the electric map is
appropriate. If it is not, simply change it for both the mask and the bump maps and try again.

On the second image is something that you may or may not get. =) (fig. 2 with map settings)





For different/better results try changing some of the electric map's parameters. As with everything else, experimentation is the key (*Tip 4). It doesn't really look like real rust actually but I kinda liked the effect and wanted to share. =) Plus, if you hadn't already, now you have learned the blending of materials.

Extra Tips:

1 Instance means that when you change a map on any material or a whole material in the editor the instanced map/material will also be changed, i.e. it will be treated as the same map/material, and copy means that the map/material will be treated as a whole new deifferent one which you can change independently. 2 For the bump map the white value is high and black is low.
3 Blend mask- white shows material 1 and black shows through material 2.
4 It is impossible to control the placement of the rust spots, but you can always double-click on the map to show it larger, maximaze the window and capture it to use in PS to place and customize the spots exactly where and how you want them.

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