Hi all,
I am attempting to render out a vast dry lake bed, with the characteristic cracked mud, etc.
I tried texturing a plane with a cracked mud texture, a bump map, and a normal map to give some depth to the cracks, but it's just not holding up the closer the plane gets to the camera, and you can also pick up on all the tiling.
I think I need to render out the actual geometry of the cracked mud, cracks and all, so I can get the real depth. Can anyone suggest a good method to achieve this? Should I boole some vector cracks with a big flat cube to carve out the channels? Any insight would be much appreciated.
-Eric
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Dry lakebed geometry
#2
Posted 09 March 2010 - 05:30 PM
Try using the displacement channel with SPD instead of bump.
As for the tiling, play around with the sema noise shader under the displacement channel instead of loading a bitmap.
As for the tiling, play around with the sema noise shader under the displacement channel instead of loading a bitmap.
This post has been edited by UFOGoldorak: 09 March 2010 - 06:01 PM
It's all Fake.

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