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A grime shader would bring out the detail in a natural looking way.
Basically the color should get darker on concave areas where there is a
large normal variance over a sampled area. You could limit this to normals
within a certain range of "up" if you with to simulate the fallout of
pollution collecting in surface details.
Has anyone done this in POV yet?
Simon de Vet wrote:
> I've added some more detail to my bas relief of "INDUSTRY" for the Palace.
> I still want to detail the factory, but that should be fairly simple.
>
> Three views attached: A neutral light viewing of the new, improved, panel,
> an overview of the Palace as it currently stands (with new plaza and third
> floor), and a detail view of the bas relief using the model lighting (a
> little too subtle for me. I think I'll have to use some textures to
> enhance it a bit.).
>
> There are a total of 5 panels. I'm going to use stars for the first and
> last, and INDUSTRY accounts for one of the remaining three. For the
> others, I'm considering POLITIK and MILLITARY. I think that one of the
> MegaPov depth post-process may come in handy for generating some of the
> heightfields.
>
> This is fun!
>
>
> -- Simon
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