Bill Pragnell wrote:
>
> If you're using an isosurface or other pigment function-based perturbation,
> you should be able to use the same pattern to provide texturing - limit
> your grime textures to the same regions of the colour map as are used for
> the erosion.
Agreed. Pretty much the standard approach.
>The other thing you could try is using the un-weathered base
> object to define an object pattern - only areas inside the object could
> then be textured, i.e. just the weathered sections. I don't know if these
> are practical for your purposes...
I have had some success with this approach also, basically I think I
jittered the object pattern through several minor scale changes. I used
that approach on this chalice image. In the test shot the green shows
where the grime colour would fall.
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