Mr Ron came in today and check on our progress, i told him about the displacement bound haywiring issue i encountered and he ask me to try to use a texture node instead of a colormap. Alas, it does not work, maybe i would trial and error with some other method. Anyway we heard that Mr Douglas will be coming next week to block the shots. I would think hard over the weekends of what to do with the shader of the main terrain
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As for today, i refine my displacement map by adding more definition into the small fraction of the little boxes. From the reference, i observed and notice that the bridge has fragmented trivial parts that forms one block together in the movie
Reference: |
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My displacement map in a material shader builder, first i connect the uv to the vectortofloat, then subsequently inverted the colourmap image with a luminance and append a multiple and a parameter node to manipulate the amplitude of the displacement level, lastly to a displacement along normal then to output |
Some renders today:
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0.5 color opacity |
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0.6 color opacity |
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