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View Full Version : realistic stone-shaders, advise needed


cucaracha
03-04-2004, 11:49 AM
I recently tested some stone/concrete shaders, which seem difficult to me.
I tried to use procedurals only, but they didn't seem to be "enough" to generate a nice shader.

here's what I got so far:

http://www.superior-gaming.de/cv/stone.jpg

one light, GI set to 30% intensity, interpolated 12x36, campus_probe & distant light for lighting

Of course I cant compete with this one -
http://www.newtek.com/products/lightwave/product/feature/hdri_f_01.jpg

I'll try some weight maps and vertex color maps to get more alternation (can i say that?) - well, more complexity

Do you think it's possible to get nice stone/concrete shaders without UVs/images?

If you have some nice shaders, show 'em!

cu

Kruvi
03-04-2004, 02:05 PM
I think it looks pretty good, especially the cracks.

I think it's possible to get some very good and nice looking surfaces with just procedurals, I remember some old tut about many uses of fractal noise which was a pretty nice intro on the topic already.

But yes weight maps would certainly prove quite useful especially when you start doing a certain object with that shader, you can add complexity or variety pretty nicely then.

CourtJester
03-05-2004, 02:13 AM
You are off to a pretty good start! It looks like you have already grasped the magic weapon of procedural texturing, texture displacement.

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