General Category > Work in Progress/Tests
dubcats secret little hideout
lacilaci:
Well if this is not something "in the works" now, it could be listed at least for now in "the most wanted features" poll...
Flexible procedural map even partialy substituting the likes of substance or quixel mask generators is a great added value.
karnak:
How the shader graph would look like with this CoronaMaskBuilder compared to the image you posted at the beginning?
romullus:
--- Quote from: romullus on 2016-10-10, 15:20:34 ---Doesn't CoronaData map already has world object space normal map pass?
--- End quote ---
--- Quote from: dubcat on 2016-10-10, 19:20:38 ---One of the first things I did was to test all the CoronaData maps, the position map is not the kind we want.
--- End quote ---
I mean this:
dubcat:
I've remade the FuzzyShading map from Unreal 4.
It's using the default Unreal 4 settings, including falloffs.
There are 3 parameters you can adjust to taste. These are Core Darkness, Edge Brightness, Power.
You can either use it as in the example below, or you can make one material for the stone and one for the moss. And then blend them together with the fuzz mask.
Download link bellow.
I used one of the free Megascans assets to test the shader while I was building it.
I can't wait to try this shader on fabrics!
Here are some test renders, in case you don't know what all the fuzz is about. (I used the default settings).
Open the pictures in a new tab for maximum comparison satisfaction!
Normal Corona Shader
FuzzyShading Shader
Enjoy.
--- Quote from: karnak on 2016-10-10, 21:56:50 ---How the shader graph would look like with this CoronaMaskBuilder compared to the image you posted at the beginning?
--- End quote ---
The graph and the mock up is the same :)
--- Quote from: romullus on 2016-10-10, 22:03:34 ---I mean this
--- End quote ---
It looked kinda similar, but the hotspots and falloffs didn't quite match. If this is the correct map, it needs to be adjusted a little.
romullus:
I like how it kinda glows on grazing angles and in shaded areas, but transition from rock to moss doesn't look that good.
--- Quote from: dubcat on 2016-10-11, 23:15:56 ---It looked kinda similar, but the hotspots and falloffs didn't quite match. If this is the correct map, it needs to be adjusted a little.
--- End quote ---
Not sure about that, but could it be due to difference in how normals are calculated in various apps? Sadly there isn't unified standart for normal shading.
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