|
|
"omniverse" <omn### [at] charternet> wrote:
> I like that crackle pattern idea, I was able to get the effect easily that way
> going with your SDL.
> Just probably needs a randomization of the averaged normal parameters.
I would have never thought that using crackle would give rise to this effect.
I was experimenting with wood and ripples...
> Lighting/specular highlighting changes it drastically too.
Yes, likely so.
This is getting close - something finer, less grainy, and with that "all other
scratches are invisible except the very few that reflect light" would be the
goal. I'll hopefullly get a chance to try it out on something in a scene and
see how it works.
Also - pretty good for a plane --- now how do we achieve this on the surface of
a a 3D primitive? Does the crackle / granite already take care of that?
We need a Scratched Sphere on a Checkered Plane scene... :)
Too many things to do lately, but this gave me the nudge to dig through the
source and look at how the crackle pattern is actually implemented, and I found
these comment gems that ought to make their way into the docs:
* Large scale, without turbulence, makes a pretty good stone wall.
* Small scale, without turbulence, makes a pretty good crackle ceramic glaze.
* Highly turbulent (with moderate displacement) makes a good marble, solving
* the problem of apparent parallel layers in Perlin's method.
* 2 octaves of full-displacement turbulence make a great "drizzled paint"
* pattern, like a 1950's counter top.
* Rule of thumb: put a single colour transition near 0 in your colour map.
Very nice - I'm hoping this effect will get further honed into an include /
macro with a few options, so we can have a new easy-to-use tool for making more
realistic looking hard surfaces.
Post a reply to this message
|
|