maurice2
06-20-2005, 01:10 PM
(Sorry about double-post, I posted in 3DS initially)
I need to make a procedural material for glazed rooftiles. The diffuse is very dark blue clay (like 0,0,8), it's been heavily glazed and there's white patches of lichen. It's lit by a blue-white direct (the moon).
I tried a composite, overlaying glass for the glazing and a splat to create my patches of white lichen but it doesn't work at all, the glass has no effect and there's no specularity, no matter what I set it to.
1. How do you create a glass layer like this that produces the proper refraction even in low light?
2. Colour 1 of my splat is the lichen. How do I make the colour 2 totally transparent, to see the tile underneath?
3. There are loads of tuts that describe making materials "Enter this value here...". Are there any tuts around that explain general techniques? For example, explaining falloff, when to use it etc.
Any pointers would be greatly appreciated !
I need to make a procedural material for glazed rooftiles. The diffuse is very dark blue clay (like 0,0,8), it's been heavily glazed and there's white patches of lichen. It's lit by a blue-white direct (the moon).
I tried a composite, overlaying glass for the glazing and a splat to create my patches of white lichen but it doesn't work at all, the glass has no effect and there's no specularity, no matter what I set it to.
1. How do you create a glass layer like this that produces the proper refraction even in low light?
2. Colour 1 of my splat is the lichen. How do I make the colour 2 totally transparent, to see the tile underneath?
3. There are loads of tuts that describe making materials "Enter this value here...". Are there any tuts around that explain general techniques? For example, explaining falloff, when to use it etc.
Any pointers would be greatly appreciated !
