upstream
10-30-2006, 01:50 PM
I'm working on a series of 3D illustrations of geological rock formations.
One thing I have used successfully is procedural shaders. This has allowed me to create and infinite number of colors, textures and layers in a formation easily (Fig. 1).
Fig. 1
http://www.ranainteractive.com/images/fig1.jpg
However, if your working on a more complex formation, anything other than horizontal or angled layers of rock, this technique falls short. The easiest way I have found to get the exact formation I need, is to model it and texture the layers separately. This also works well with the same shaders I've been using (Fig. 2).
Fig. 2
http://www.ranainteractive.com/images/fig2.jpg
I only have one problem. Most layers of rock are made up of other fractured layers of the same material (Fig 3). It's easy to get these perpendicular cracks and layers using the bump and diffusion channels in the shader. But, the texture also needs to follow the geometry (the layer of rock), unlike my sample above (Fig 2), where layers I've added to the grey rock are horizontal.
Fig 3
http://www.ranainteractive.com/images/fig3.jpg
Does any one have any idea how I might get the textures I create in the shader to follow the geometry I apply the material to?
Or any other ideas (texture maps, Bodypaint, etc.) that might work for this type of project?
Thanks,
John
One thing I have used successfully is procedural shaders. This has allowed me to create and infinite number of colors, textures and layers in a formation easily (Fig. 1).
Fig. 1
http://www.ranainteractive.com/images/fig1.jpg
However, if your working on a more complex formation, anything other than horizontal or angled layers of rock, this technique falls short. The easiest way I have found to get the exact formation I need, is to model it and texture the layers separately. This also works well with the same shaders I've been using (Fig. 2).
Fig. 2
http://www.ranainteractive.com/images/fig2.jpg
I only have one problem. Most layers of rock are made up of other fractured layers of the same material (Fig 3). It's easy to get these perpendicular cracks and layers using the bump and diffusion channels in the shader. But, the texture also needs to follow the geometry (the layer of rock), unlike my sample above (Fig 2), where layers I've added to the grey rock are horizontal.
Fig 3
http://www.ranainteractive.com/images/fig3.jpg
Does any one have any idea how I might get the textures I create in the shader to follow the geometry I apply the material to?
Or any other ideas (texture maps, Bodypaint, etc.) that might work for this type of project?
Thanks,
John
