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Chris Harrison wrote:
> I have created a pretty swanky texture which simulates how a desert or
> river-bed dries and crackles up. However, it is a skin texture (which I
> have applied to a plane): and where the cracks are, you can see through
> it. What I am trying to achieve are extruded segments, so that the
> surface has depth.
Several ideas come to mind.
1. You can very well create a texture that changes both in the x-z plane and
the y direction, by using pigment_map or texture_map
texture{
gradient y
texture_map{
[0 BottomTexture] // this one for the deep cracks
[1 TopTexture] // this one for the upper crust
}
}
2. Using a height field is a less bad idea that it seems, even at large
scale, because, like meshes, height fields can be replicated a great number
of times without much memory overhead. I you make a tileable height_field,
you may very well use it on a large surface.
3. Using an isosurface based on a crackle pigment, possibly the one used in
the TopTexture, is another option. It may give lengthy renders though.
G.
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