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Solid shader question

Solid shader question

2003-12-08       - By Duncan Brinsmead

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Reply:     1     2  

If you wanted something with hard edged triangular facets (not rounded like
pebbles), you could
create a solid fractal displacement then turn off smooth shading. If you
make the initial tessellation really low
on the initial object you can avoid the uniform grid of triangles thanks to
the adaptive tessellation
used by feature based displacement. If you did displacement to poly on this
you could further edit it, extruding
some of the triangle faces( for that crystal look ).

I don't know of the following would help, but you can create a mess of
triangles( but with some other shapes )
as follows..
Ramp texture..
  Diagonal Ramp
  2 indices, no interpolation.. black+white.
     RepeatUV = 8,8
  MirrorU, V = true
  rotateUV = 30

  Duncan

-- --Original Message-- --
From: maya-bounce@(protected) [mailto:maya-bounce@(protected)]On
Behalf Of Diego Velasco
Sent: Monday, December 08, 2003 3:23 PM
To: maya@(protected)
Subject: Solid shader question


Hi,

I need to shade an object to make it seem like it is being shaded with a
number of triangular stones. The stones should be roughly the same size, and
have a very small gap between them. Also, this should be a 3D shader, with
minimum distortion. The leather shader does _almost_  what I want, with the
exception that there's variation in the shape of the nodes, and I need to
have them all be pretty much triangular, though in random orientations. Is
there a way to modify the shader to do this? I thought Duncan had written a
shader that did a rocky wall where you could somewhat shape the stones, as
well as have them all be different shades. Anyone remember this, or know how
to implement somehting like this?

thanks,

--Diego


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