Hi, cheers, folks.
The Badger, I'm not sure why you'd want me to add sand to the floor, there is some discolouration from white to off-white in some shots of the floor of the Black Lodge scenes in the show,
depending on the mind-state of the visitor to the room at a given time, whether it's a comfort/discomfort shot * (I think I may have imagined that, just watched the clips posted below and now I'm not so sure, it does look kind of different in some scenes, though.) * but never does it look like it's covered in sand. Do you mind explaining what you mean with this? I opted for the pure white on black option. If I were to animate it, however, with the trademark strobing lights, I would alternate the floor colouring as per setting. I'm not sure I'd add sand, though.
J, I did try some functional patterns on the floor but it turned into a bit of a shitemare when trying to combine both directions of the pattern, making each direction of pattern and scaling it was easy enough but combining them after was more trouble than it was worth at the time, I used a tiled image for ease.
When I had both directional patterns as functions, one series of black/white lines running diagonally left, one set diagonally right, I tried to combine them into one layer by using a Z to scalar sin function mask to describe the regions each pattern should appear, i.e. the white bands of the sin applied one pattern and the inverse of this, where it was black, would apply the alternating pattern but I couldn't get a proper line-up that worked, I was ending up with checkerboards, mismatched patterns etc. Another method was to use only one pattern, reversed by a transform shader and blended much the same way as I said above, not much better.
Any better ideas on how to do that? It was late when I was playing with it and I didn't spend too much time breaking my brains for it but I know it's only a matter of logical thinking, that I couldn't be bothered with for a quick, one-off image like this.
Z, yes, the
Red Room!
Cheers!