PDA

View Full Version : height map/shader set up question


starving_artist
03-16-2009, 01:40 AM
Hello All,



It’s been quite a while since I've posted anything due to well, life. I'm still working on my medieval town but I'm a little confused on a particular shader set up. I’m not entirely sure if the 3d snow shader is what I’m looking for or if its a part of the puzzle but since there will obviously be a lot of brick, I'm trying to figure out a way to get a separate snow texture / shader to become visible based on the depth of the individual textures in my scenes bump depth. I think this would be the best overall way to go so that I could adjust the individual textures as needed independently all the while this magic snow shader will still show up based on the bump depth. If anyone has any previous experience with this type of set up or anyone knows of a way to accomplish what I’m trying to do ( assuming I've made sense ) your input would be greatly appreciated.



Thanks,

mister3d
03-16-2009, 05:47 AM
I don't know about mental ray, but in vray there's an option for displacement modifier which called "sea level" or osmething like that, and it creates geometry only where mapped. But you will need to create a copy of geometry for this as far as I remember. Maybe mental ray has something similar.

Dreamdealer2099
03-18-2009, 05:10 PM
Hey!

As far as i understood you want some areas to be more ore less affected by your bump map?

starving_artist
04-10-2009, 05:42 AM
Well, ...sort of. haha I guess I'm trying to make an independent shader that I can use for the "top" of a layered shader that somehow, will use the black and white values of the individual textures bump map to determine visibility. Im not even sure if this is a shader thing or something I need to get into mel to achieve, but I thought I'd try it so I could avoid having to paint snow on all of my textures, as opposed to having say a procedural that I can simply put on the top of a layerd shader to get a uniform looking snow. Hope I made more sense this time.

CGTalk Moderation
04-10-2009, 05:42 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.