View Full Version : create a material where the lower areas are one color and higher are another?
mypeople 06-11-2009, 08:38 AM i’m baking my textures in softimage and was wondering if anyone had an idea on how to create a cavity shader (similar to zbrush)in softimage. i know ive seen shaders that do stuff based on elevation or something from the surfaces normals? i'm sure this is simple to do but i only have a OK knowledge of the rendertree. be nice if there was a training dvd out there on it since its so amazing. anyone help me create this shader, would REALLY appreciate it.
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ThE_JacO
06-11-2009, 09:27 AM
Ambient occlusion set the right way will usually give you something acceptable.
The results can be used for what's called dirt mapping. It's more or less what ZBrush does, except ZBrush also has access to displacement data to figure out the height so it can do better and more complex job of it. If you have displacement maps from it you can filter the ambocc by those.
eldee
06-11-2009, 04:37 PM
if you want an *actual* cavity map but don't have zbrush, just download xnormal (free). It can export cavity maps, and it installs a photoshop plugin that will take any normal map and create a cavity map out of it. It's also MUCH faster than ultimapper (which I've given up on using entirely due to the speed)
mypeople
06-11-2009, 07:04 PM
thanks jaco, dirtmap shader, of course! ive forgotten that term. ok ill try and google to find that today instead, yeah i tried AO last night but i couldn't get a decent result.
thanks for the xnormal heads up, but i dont really care for xnormal. it IS fast, yes but i like being able to have way more control over my stuff and thats why i use softimage for it all. thanks guys.
mocaw
06-12-2009, 02:32 AM
I also thought that zbrush was more based on something like a curvature map? Well it's just another option and you can download the addon here (http://rray.de/xsi/bak/rray/curvaturemap.zip).
mypeople
06-12-2009, 04:31 AM
i’m sure if i just created a gradient and could make two colors one for the low areas of the surface and the higher the area goes the lighter the color could get. anyone know how i can create this kinda shader. i just wanna make a zbrush type cavity map is all.
eldee
06-12-2009, 10:27 PM
did the answers in your other thread not work? I fail to see how making multiple topics about the same thing is going to suddenly rack our collective brains :P
I still say xnormal.. it has just as much control over the cavity settings as ZBrush, but if that and/or ultimapper doesnt' work for you then you're likely going to have to write your own GLSL shader for XSI. AFAIK one doesn't exist (yet).
[edit: it appears the threads were merged, so now the first part seems out of context ;)]
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