Mixing UV texture with a power fractal in world coordonate.

Started by paq, May 07, 2013, 10:39:36 PM

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paq

Hello,

I cant figure out how to mix this 2 elements.

Lets say I have an imported .obj (a tree). For the trunk surface I would like to mix :

1) A diffuse bitmap texture, using included UVs coordonate from the .obj
2) A procedural noise, but this time using what I called "world coordonate". (so no uv coordonate, more a volume space one)

The goal is to have some color variation/modulation when I scatter this single tree using a populator node.

For the moment I can mix the diffuse texture with a color function in my default shader , but they are booth using uv of course ... so when  I scatter the tree, they all have the same texture pattern.

Listening any idea / suggestion !



Gameloft

yossam

Place a transform shader in the color function for your diffuse shader. Be sure you check worldspace on the transform shader. Add a power fractal shader to the shader input of the transform shader. Adjust scale and whatever else to achieve the desired result.

paq

Gameloft

yossam

I forgot to mention that you will probably have to turn your diffuse shader to one or above to get the color you desire. Sorry for not remembering that when I replied. Getting old......................

paq

Gameloft