Today i utilized all my time working on the custom shader,
I have finished replicating the non-commercialized version to the commercialized one, the output somehow did not tally with the non-commercialized one, i later then ascertain that it was due to a small vector to float node that mess things up.
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This was the displacement shader in which experimented with the help of JB, he taught me a method which you just have to make use of the surface shader to replicate the same displacement with the help of a luminance node to convert the colour map to grayscale map and then a compliment node to invert the grayscale for displacement, so the both the surface shader map and the displacement map would be relatively identical and matches. Alas, it does not work for some reason, so it was scrapped |
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I was advised to apply the texture onto a basic grid first, since there are so many discrepancies going on with the mount, it is not easy to spot the change of the shader each time you are tweaking and rendering |
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I have added molds, even though the look of it might seem negligible, but i would continue to tweak it, i am thinking of incorporating more patterns and details to it, shall explore more |
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This is my current VEX shader network, it was in disarray due to the uncleaned and unused displacement nodes, the displacement map does not work very well for me. The render results either look distorted or go crazy, however i shall consider to scrap it since my terrain model already has property of some level of displacement or i will seek more advice from people. |
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