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Color transition problem


wreath

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Hi folks i'm trying vops, have some problems..

first, the color transition on splatter textured area looks weird, there is a sharp transition between illuminated & shadowed area how can i fix it?

and the cellcrack displacement map looking square patterns :blink:

sucksnq4.jpg

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Hi wreath,

The problem is with the vopnet. If you're making a bump map you should do all the mixing/blending of patterns before you feed it into a displace normal. As for the square patterns, you had the displacement cranked way high, and also, cellular cracks is a 2d procedural so it's a good idea to feed it some UVs. ;)

Cheers.

shad_edit.hipnc.zipFetching info...

post-37-1206234607_thumb.jpg

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  wreath said:
Here is the file..

Besides DaJuice's good-looking fixes (esp for the texture space of the cellnoise)...

You're trying to use a Mix VOP to mix between a bumpy surface and a smooth one in the splatter areas, however you've made the mistake of mixing between the displaced normal but not supplied the original surface normal (N) to mix between. Essentially you're mixing between your bumped normal and {1,1,1}, the Mix VOP default for unwired vector parameters.

To fix: merely add a Global Variables VOP and connect N to the second input of the Mix VOP.

In the attached images, see the fix and the rendered result.

post-4-1206235303_thumb.jpg

post-4-1206235309_thumb.jpg

post-4-1206235315_thumb.jpg

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