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Have you considered scattering geometry (grains of sand) instead of displacement? PFlow, forest pro, multiscatter could all do it.Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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Originally posted by Dariusz Makowski (Dadal) View PostYou can scater it, then bake to displacement, then have a texture for it. You can even bake diffuse/reflection/etc/etc values as well to produce more different maps.
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Quickest way with a flat object is to use a orthogonal camera facing straight at it and render a z depth pass. The other way is to use a projection modifier on a second object (in this case a plane) to bake from, this is mostly used to bake high poly meshes down to low poly objects for games and stuff like that.
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Originally posted by Jason Stewart View PostQuickest way with a flat object is to use a orthogonal camera facing straight at it and render a z depth pass. The other way is to use a projection modifier on a second object (in this case a plane) to bake from, this is mostly used to bake high poly meshes down to low poly objects for games and stuff like that.
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