I’m after this cracked-up, party-lying-around look of damaged asphalt, but working for larger areas. Now I know that I can’t do this with a displacement shader alone, I guess there is some modelling involved.
Does anyone of you have an idea on how to appraoch this procedurally in 3ds max 2014? (Maybe better ways in more recent max versions?)
Plugins are not a possibility right now, I need to do it with free ones or the standard max tools.
I’ve used Vorofrag before, yet I think it is a little too simplistic for that case. I know I can use custom particles with it, yet I need more controls, also stuff like not just increasing gap spacing, but kund of rotating and moving away pieces etc.
You’re looking at some kind of procedural for the voronoi pattern, bercon noise or cellular in chips mode might give you similar. Then nest that inside a bercon mapping and use the distortion feature to make your edges a bit more ragged. Maybe colour correct that using the curves in the bercon mapping to make the edges even harsher.
There’s a mapping slot to drive the size but I haven’t tested it - not in max land right now so unfortunately I can’t look. Try throwing a gradient in there and see how it renders.
FYI I searched for some cracks vector files online, the imported those in max and used VRayDistanceTex driven by the extruded cracks fromm the vector files to be able to preview them in the Viewport and render them. It wasn’t procedural but worked like a charm