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> Hi all,
>
> The last days I'm playing around with the texture of a column I'm working on. I
> took T_STONE2 as basis and added a normal that should give it a crafted rough
> look. What do you think of it? I still miss a bit the regularity of the hammer
> dents a stone cutter would leave. Any suggestions?
>
> Thanks in advance,
> Alil
>
You need to give it some directivity.
The normals should be in the direction of the grooved areas. Vertical
where cylindrical shafts meet, horizontal along the details of the
bases, especialy inside the grooves.
To give that directivity, you could use the spiral1 or spiral2 pattern
scaled small verticaly for the circular part of the bases.
I'd go for a slightly perturbed radial with a high frequency elsewhere,
something like normal{radial frequency 1000 turbulence 0.1}
Or maybe this will be beter:
normal{spiral2 70 scale<0.01,5,0.01> turbulence 0.2}
You'll probably need to apply that one individualy to each components.
If memory use start to become an isue, you may need to replace your
crackle by some other pattern. Possibly cells with some amount of
turbulence, or possibly facets, also with some turbulence.
Nice modeling.
Alain
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