hachures Shading


#1

Does anyone know if there is a procedural technique to reproduce hachures shading methods (http://en.wikipedia.org/wiki/Cartographic_relief_depiction)?

I’m trying to avoid unwrapping and painting by hand. I’m using 3dsmax but will (reluctantly) consider Maya.

Many thanks, Matt


#2

So I understand correctly, you are looking for something like this?


#3

Hi, thanks for responding. Yes, that’s the sort of thing. I can create traditional contours easily enough but these are proving tricky.

It’s like it needs vertical lines to be mapped to the face normals. I can’t quite work it out. Any help greatly appreciated.

Cheers, matt


#4

The dots and contours could be created with masks driven by elevation, but the hatching is a little more problematic. Perhaps you could use a falloff map to get the areas that are steep enough, and pipe that into generating particles in pFlow. Those particles could have a gravity on them pulling them down, but if you do a lock/bond or a speed by surface you could get them to move along, and orient to the surface. You could then mesh out those particles, or bake an occlusion map to get something static you could use.

It is a bit jumbled, but hey, I would work :slight_smile:


#5

hey, thanks a lot. Maybe I’ll give that a go.

Cheers


#6

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