Made myself a new shader for me and a couple of my friends to use in our class projects.
[img]http://filesmelt.com/dl/materialscreenshot.png[/img]
It lets you use 3 sets of textures (diffuse, spec, norms for each) and vertex blend between them and on top of that have a fourth set of textures for putting in snow (and you can vertex blend the snow away). The snow puts itself only on up facing surfaces, has controls for snow spread (how much snow is on the surface), snow falloff (how quickly does the snow go from being on the surface to not, can give cool effects like an icy sheen) and its own snow gloss value. The vertex blending has a falloff value (to soften or sharpen the blending between materials) as well and there's a gloss value for everything that's not snow, a randomization value so the vertex blending never looks the same, regular tiling on the snow texture set and probably my favorite thing is that you can switch the 3 sets of textures from using the UV coords of the object the material is on to doing a "box map", which works exactly like a box map in 3ds Max. When using box mapping control it by specifying how big the textures are in world units. So a value of 256 means the 3 regular texture sets will tile every 256 world units.
Pretty cool shit, had a lot of fun making this one.
[QUOTE=DOG-GY;39618529]Made myself a new shader for me and a couple of my friends to use in our class projects.
[img]http://filesmelt.com/dl/materialscreenshot.png[/img]
It lets you use 3 sets of textures (diffuse, spec, norms for each) and vertex blend between them and on top of that have a fourth set of textures for putting in snow (and you can vertex blend the snow away). The snow puts itself only on up facing surfaces, has controls for snow spread (how much snow is on the surface), snow falloff (how quickly does the snow go from being on the surface to not, can give cool effects like an icy sheen) and its own snow gloss value. The vertex blending has a falloff value (to soften or sharpen the blending between materials) as well and there's a gloss value for everything that's not snow, a randomization value so the vertex blending never looks the same, regular tiling on the snow texture set and probably my favorite thing is that you can switch the 3 sets of textures from using the UV coords of the object the material is on to doing a "box map", which works exactly like a box map in 3ds Max. When using box mapping control it by specifying how big the textures are in world units. So a value of 256 means the 3 regular texture sets will tile every 256 world units.
Pretty cool shit, had a lot of fun making this one.[/QUOTE]
I love shaders, got anything to show what your result is?
I don't understand it, but it's fucking awesome.
[QUOTE=~ZOMG;39619092]I don't understand it, but it's fucking awesome.[/QUOTE]
Node based systems are actually quite easy to read but can look like a huge mess.
Blenders compositer nodes can be bigger and more complex.
[QUOTE=Lazore;39619009]I love shaders, got anything to show what your result is?[/QUOTE]
Yeah, this is a really rough example using test assets, not meant to look pretty. So just ignore the content and look at the form if you know what i mean.
[img]http://filesmelt.com/dl/examplerender.png[/img]
So all the geometry there has the shader applied? that quite cool!
Yep, except for the barrels which would be using a different material type that just adds in snow accumulation. But right now they're just using my default Cook-Torrance shader.
Oh I forgot to mention, all the little texture samples you see in that material editor screenshot were placeholders, they're not actually used as the cave is using an instance with its own textures.
So it's sorta like what Crysis Warhead did?
i dunno. is it? tons of people do vertex blending but i havent heard of people doing box mapping + vertex blend so i thought it'd be cool. now i got it set up so i can map every texture set to a tiling amount on the regular uvs or a box map. that way i can paint out seams.
Here is one frame from the scene I am working on.
[img]http://i.cubeupload.com/NYOKe9.png[/img]
well that's certainly one way to paint a fire hydrant
Hey guys I finally have my drawing tablet, but it's not the Bamboo, it's the Intuos 5 instead, my brother was amazed by it and I am definitely not going to regret buying this.
Made a plane thing.
Marmo
[IMG]http://puu.sh/24fLQ[/IMG]
Max
[IMG]http://puu.sh/24hJ1[/IMG]
3600 tris
Based on this [url]http://i.imgur.com/Xg58xvu.jpg[/url]
I like it overall, but I feel like it has too much weight (visually) compared to the ref. The ref feels more dynamic and flowing in its forms, which is helped by the soft colors and value. Yours has a sense of being much more rigid and even though neither of them could fly, the ref sells itself as working by looking like it's in a whole other universe. It looks much more grandiose and whimsical, if that makes sense, where yours is more gritty. I'm not one to suggest modeling refs exactly as they are, but I think that by straying from the style so much it's hurt your piece.
The modeling looks clean from what I can tell though, aside from maybe the bake not being perfect? The max screenshot definitely has unsynced tangents or flipped normals or something.
Hope you don't mind the crit! I'm just trying to help ya m8
Hmm I get what you mean, I will try to clean it up. The normalmap errors are just from me being lazy when I was baking it.
Quick question about C4D. When applying a material with a texture to an extended spline, I have to convert the spline to a mesh for the texture to show up, right?
[QUOTE=DuCT;39634758]Quick question about C4D. When applying a material with a texture to an extended spline, I have to convert the spline to a mesh for the texture to show up, right?[/QUOTE]
All you need is a spline that is extruded in some way.
How would I fold paper in blender? I tried using shape keys, which work to an extent but not if you want the fold to move previous ones.
you'll probably have to rig it with bones
[QUOTE=DOG-GY;39635849]you'll probably have to rig it with bones[/QUOTE]
oops, forgot that was thing
also, whats the setting to make deselected object's edges still show up
[QUOTE=Lazore;39634797]All you need is a spline that is extruded in some way.[/QUOTE]
Huh. Maybe I have something set up wrong, but when I apply the material to just the extended NURBS object, all I get is a shaded color that matches the material. When I convert it to a mesh/editable object, then the texture shows up like it should.
[QUOTE=DuCT;39636029]Huh. Maybe I have something set up wrong, but when I apply the material to just the extended NURBS object, all I get is a shaded color that matches the material. When I convert it to a mesh/editable object, then the texture shows up like it should.[/QUOTE]
Are you rendering your image? should look as it should if its applied to the extrude and you render the picture
[QUOTE=Lazore;39636408]Are you rendering your image? should look as it should if its applied to the extrude and you render the picture[/QUOTE]
Yes I am rendering. I'll post some example pics when I get back to my dorm room.
EDIT: Interesting. The texture on the extended spline gets assigned to the sides like so:
[img]https://dl.dropbox.com/u/5027205/Test.jpg[/img]
[QUOTE=Eltro102;39635767]How would I fold paper in blender? I tried using shape keys, which work to an extent but not if you want the fold to move previous ones.[/QUOTE]
[IMG]http://i.imgur.com/TSLXPAX.gif[/IMG]
[QUOTE=Eltro102;39635911]
also, whats the setting to make deselected object's edges still show up[/QUOTE]
It's the wire button under the object tab
[T]http://dl.dropbox.com/u/2344342/asdf.jpg[/T]
Ladies and gentlemen... we are STILL GOING!
[img]http://i.cubeupload.com/1HNzRu.png[/img]
Anyone have general tips on making blade edges look sharp? It keeps looking either too blobby or too faceted.
No poly limits. This is just for a high-quality render.
Still fiddling around with Texturing and UV mapping.
[img_thumb]http://oi46.tinypic.com/2q0111w.jpg[/img_thumb]
[QUOTE=Jamie1992GSC;39642663]Still fiddling around with Texturing and UV mapping.
[img_thumb]http://oi46.tinypic.com/2q0111w.jpg[/img_thumb][/QUOTE]
That is one very poor texture.
[QUOTE=Jamie1992GSC;39642663]Still fiddling around with Texturing and UV mapping.
[img_thumb]http://oi46.tinypic.com/2q0111w.jpg[/img_thumb][/QUOTE]
Start by stretching your cylindrical UV's to squash the textures and get a more realistic UV-aspect:
[img_thumb]http://i.imgur.com/NOkVwjF.jpg[/img_thumb]
Next, study real life [URL="https://www.google.no/search?q=rusted+barrel&hl=en&tbo=d&source=lnms&tbm=isch&sa=X&ei=erUjUarHIsOl4ASCk4CgBg&ved=0CAoQ_AUoAQ&biw=1920&bih=965"]rusted barrels[/URL]. Then, find some good-lookin' [URL="http://cgtextures.com/textures.php?t=browse&q=270"]rusted metal textures[/URL]. Top it of with some basic [URL="http://www.youtube.com/watch?v=x4lLAXFP0rs"]lighting[/URL], and you're on your way.
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