render

Started by Beep the Meep, January 23, 2020, 05:01:13 PM

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Beep the Meep

just discovered the merge shader , no textures usednewMetal.jpg

Tangled-Universe

Nice experiment Beep.

In this particular case it might also be interesting to take a different approach.
Each of your colours are now blended using the merge shader.
The pattern of those colours are from power fractals.

If I mentally swap the green for rusty red then you could make a rusty metal sphere.
However, rust is not as reflective as intact metal.
What if you would stack power fractals colour by colour and add the rusty red last?
Then just before adding in the rusty red you position your reflective shader.

Critical for this to work is that when stacking power fractals for multiple colours you only need to use 'high colour' and disable 'low colour'.
If both are checked then the pwer fractal will cover the surface completely with high and low colour, thus 'erasing' any colour before that node.
When 'low colour' is disabled you can keep stacking fractals and create tons of colours.
Especially if you consider you can mask that fractal again with a black&white power fractal with low contrast (default is good for starters) and both 'high/low colour' enabled.
Then your solid 'high colour' will be multiplied by that mask, effectively creating gradations in brightness of that 'high colour'.
The mask may overlap poorly with the colour pattern so your coverage may be very low. Then the offset settings in both colour and masking fractal will help.