wreath Posted March 21, 2008 Share Posted March 21, 2008 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 Quote Link to comment Share on other sites More sharing options...
anamous Posted March 22, 2008 Share Posted March 22, 2008 What type of geometry are you rendering, poly, subd, NURBS? what's the light setup, env light? What's the shader? Quote Link to comment Share on other sites More sharing options...
wreath Posted March 22, 2008 Author Share Posted March 22, 2008 (edited) Here is the file.. shad.hipncFetching info... Edited March 22, 2008 by wreath Quote Link to comment Share on other sites More sharing options...
DaJuice Posted March 23, 2008 Share Posted March 23, 2008 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... Quote Link to comment Share on other sites More sharing options...
Jason Posted March 23, 2008 Share Posted March 23, 2008 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. Quote Link to comment Share on other sites More sharing options...
wreath Posted March 23, 2008 Author Share Posted March 23, 2008 (edited) Da Juice & Jason thank you guys, i'm wondering one thing Da Juice how can i see the uv projected textures on viewport? it would be easy to arrange texture positions on model. Edited March 23, 2008 by wreath Quote Link to comment Share on other sites More sharing options...
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