this is my first post on CG, i’m quite new to 3D, i’m quite bad with english, hope you won’t mind as i’ll try and do my best (for both).
I’m experimenting on a 100% procedural shader able to ‘fake’ the modelisation’s skill i havent’t got. My goal was to create backgroung for futuristic scene, and choosing 100% proc way was to try and learn more about shader’s node.
Here’s the actual result :
And with a little cam-perspective-distortion + DOF ( supposed to fake ‘speed’ ):
Here is the version : http://090876.online.fr/fastshare/cheap_ship.c4d
I’ve used a lot of noise/cellular mode and many many nodes, layer and fusion most of time, falloff to avoid windows on roof, and i’ve tried a cellshader to keep the windows enlighted in dark part of the shadow. If someone know a nice way by procedural, to get the enlighted/in shadows mask on a object ? I would really enjoy !!
Actually there’s no color ( did you noticed ? ).
Animated version without windows in luminance channel is okay, but i assume that i dont know how i can keep the flick away with luminance ‘on’. I’ve tried and add a proximal node to clear far away ‘windows’ but … seems i cannot tweak it the right way ?
Tried to bake the luminance as well, but no way to get the same result Proc. Vs Baked ?
I really don’t understand why …
Hope it could help for fast ‘backgrouding’, if you tweak it or have a similar shader that you can share … let us know.
( I’ll add a link to french C4D website with pictures to explain the ‘tree’ and settings, in case there’s someone, a beginner, that find it helpfull.)
EDIT : Here is the ‘TREE’ and the ‘luma instead cellulo’ release, good luck.
main displacement map ( layer )
…|first struct. level ( noise cellular)
,|second struct. level ( fusion )
,|mask : first level generator used as a mask for… ( noise cellular )
,|second struct. generator ( noise cellular )
,|third struct. level ( fusion )
,|mask : first and second as mask ( layer )
,|first struct gen. ( noise cellular )
,|second struct gen. ( noise cellular )
,|FX : contrast boost 100%
,|third struct. generator ( noise cellular )
little and big bump + windows ( layer )
,|two different bump ( fusion )
,|bump on first structure ( noise cellular )
,|mask : first structure generator to sort bump level ( noise cellular )
,|bump in confined area ( noise cellular )
,|final windows position ( fusion )
,|mask : first struct. generator ( noise cellular )
,|windows ( fusion )
,|mask : credibility ( layer )
,|not on roof ( fall off )
,|vertical arrangement ( noise cellular )
,|windows design ( noise cellular )
final windows position ( fusion )
,|mask : (Lumas)
,|first structure constraint hidding windows ( fusion )
,|mask : first struct. generator ( cellular noise )
,|credible windows ( fusion )
, ,|mask : vertical pattern and roof ( layer )
,|vertical pattern ( noise cellular )
,|not on roof ( fall off )
,|horizontal design ( noise cellular )
First struct. and in-between ( fusion )
,|Similar to confined bump with blue ( noise cellular )
,|mask : First struct. generator ( noise cellular )
,|Whatever on first structure ( Color : white )
GREEN : first structure is a main interest, each modification on this node would better be copied on any instance. ( Otherwyse could break the ‘harmony’ by adding too much mess.) But … no strict rules in experimenting.