shader modifier? 2005-03-28 - By Eric Winemiller
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Mark,
Brilliant idea! Not easily to automatically do, but if the user creates a map as you suggest, an easy shader to program. How's this?
http://www.digitalcarversguild.com/linked/progscale.jpg
Here's the shader that drove it. I just used the slope shader to say that it was full scale (white) on top and small (dark gray) on bottom. The cellular shader was scaled appropriately. You could use the Value 1-10000 shader to make stuff really big.
http://www.digitalcarversguild.com/linked/progscaleshader.jpg
It looks bad on a sharp translation between black and white, but on a smooth gradient it seems to scale things well. I haven't decided where it will go (Shader Ops or Shaders Plus), but I will release it in some time this week.
Regards, Eric Winemiller Digital Carvers Guild 3D plug-ins for Carrara http://digitalcarversguild.com
Mark Solloway wrote: > Hi all, > > A na?ve question from a newbie: has anyone devised a "responsive" > procedural shader modifier for Carrara somewhat akin to the length > shader used in Anything Grows? I am searching for a way to smoothly > modify a single procedural attribute (such as the relative size of a > fractal "blob" in Velout��). It would be great to have the ability to > use a procedural shader to generate a reptile skin, for example, > where the size of the scales could be modified so that they were > smaller in certain high detail areas such as the face, etc. I am > imagining that one could generate a grayscale map with black=small > scale size and white=default scale size. The underlying grayscale map > could then be "read" by the procedural shader and scale sizes > modified accordingly. Is this even a remote possibility? > > I realize that a similar effect can be had using the UV Editor and a > separate image-editing program, but it would be great if one could > use those beautiful procedural textures that are already available > for Carrara! > > adios, > > Mark
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