Started by j meyer, June 29, 2020, 01:15:33 pm
Quote from: zaxxon on July 23, 2020, 01:07:53 pmI'm curious how you are setting up the cavity maps in the TG shader tree? I've never had much luck with those in TG. I do like the cracks. Keep up the fine work!
Quote from: j meyer on July 24, 2020, 01:02:03 pmUlco - when you add some stuff in PR (more separate geometry parts) it wouldbe something new and would have to be recalculated in case you added it tothe object, because it would be a new part of the previously model, I guess.zaxxon - Thanks Doug. And now for your question.If it the cavity-map was the only map to be combined with the color-map (image)or the color done by PFs I would of course multiply it as usual (with a multiply colournode). In this case there is - as you most likely have noticed - an AO-map and an additional cavity-map. So this time I combined them a bit differently.The transform input shader is set to 'Use world space' so that the PFs are applied correctlyover the the UVed Model.The AO- map and the cavity-map are combined with a merge shader in the default mode.Which means the merge mode - merge colour is checked and remains set to mix(normal).With the mix control you can balance the two maps, either have them equal or one stronger then the other.It is done like this, because multiplying both maps leads to a somewhat darker result and that is not what I wanted.Have a look.With the merge shader With a multiply colour The same on the colored model. And since I used rather grayish (no black) maps it was much closer to what I was after.The whole shader tree - without the greenish stuff - looks like this btw..Hope that this answers your question. Keep on more questions in case my answer didn'tanswer enough.
Quote from: Dune on July 25, 2020, 02:22:44 ambias or gain scalar to influence the gradients in AO/cavity maps, or change the RGB/grey values in the image map shader itself