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View Full Version : How complex can Messiah's shader flows get?


Wegg
07-30-2008, 11:10 PM
http://www.eggington.net/%7Ewegg/4Match/BigShaderFlow.png

Pretty damn complex. :-)

In this one material I have all sorts of gradients, noises, anisotropics, and weight spots all controlling what happens where and when. Whats wild is that the final animation renders in just minutes. Wee!

Oh and this is just for the head of a match! :scream: I'm waiting for audio to show you guys the final animation but I thought I'd tease you with this. :)

lanosrep1
07-31-2008, 04:53 AM
Here's the subject of another tutorial.. I hope :) I mentioned in a previous post how beneficial it would be to explain in more detail the inputs and connections that help to make Messiah a strong contender in the material \ shader department.. Please feel free to make a tut on that!


...............Image removed for Brevity.................
Pretty damn complex. :-)

In this one material I have all sorts of gradients, noises, anisotropics, and weight spots all controlling what happens where and when. Whats wild is that the final animation renders in just minutes. Wee!

Oh and this is just for the head of a match! :scream: I'm waiting for audio to show you guys the final animation but I thought I'd tease you with this. :)

catizone
07-31-2008, 10:16 AM
Does this mean we can now start referring to Wegg as "King Tut(orial)" ?

"Now..when he was a young man..."


Best,
Rick

Wegg
08-01-2008, 06:43 AM
http://www.eggington.net/%7Ewegg/4Match/MatchHeadPimp.jpg

This is what the shader was for. Its a tricked out match head that splits open into a whirlpool of liquid fire and then heals itself. Do THAT with texture maps. . . :-)

http://www.eggington.net/%7Ewegg/4Match/MatchHeadPimpB.jpg

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