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soften normals using shaders?

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  • soften normals using shaders?

    I was wondering if this was possible to do without actualling effecting the model in any way.

    Designers give us geometry that is perfect. The meshes would be impressively huge on occasion. I have a metal piece that, once produced, has text that ends up looking slightly worn on the text and other bevels.

    I was thinking this would be the result if I had a good bumpmap that would end up softening the radii slightly and almost getting a "bubbly" look.

    The text should almost look like the straight up chrome effect in photoshop. Not quite, but that's almost the shape it seems to take. It almost looks like someone took the thing and painted it with a few coats of paint without sanding it.

    Anyone know of a way of doing that? I'd really like to do something with normals. I figured a bump map of some sort might do the trick. Keep in mind this object is complex enough not to be able to map it within a reasonable amount of time. Most of the objects are. We are usually stuck with UVW maps. In most cases we can use planar or box to get acceptable results.

    Any ideas?

  • #2
    i am not sure i understood you right....but the chaos boys did f-edge ages ago, wich does rounding on hard edges...that might just do the trick maybe ?

    Thorsten

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    • #3
      Is that still around? Is it supported by 1.5?
      Where can I get it?
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      J. Scott Smith Visual Designs

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      • #4
        Originally posted by CCS
        Is that still around? Is it supported by 1.5?
        Where can I get it?
        http://www.ddag.org/
        Eric Boer
        Dev

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        • #5
          for the text maybe displacement?
          Eric Boer
          Dev

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