Hi could one of the node experts tell me please how I might get micro surface cracking like in this photograph of a close up of one of the Blue-stone's at Stonehenge in the UK http://www.flickr.com/photos/chough/2400177805/sizes/l/ it has to be easy to do and scale well, form what I can see in the photograph it looks like you should be able to do it with Voronoi Noise in some way, its just I am not sure how.
Thank you for any advice. ;D
Regards to you.
Cyber-Angel
Its not perfect, but with a little more work you should get good results with the attached clip file.
I didnt spend too much time for the underlying rock, so just don't mind it. ;)
As far as i can see in your image, there are some layers of Lichen that create this look.
I think Goms has almost nailed it, I'd only suggest a 1cm or 0.01 offset on the voronoi displacement. (I don't have access to TG at this moment, but would guess the voronoi has been plugged into the displacement input of a surface layer).
Thanks Goms, if you looks carefully at the underling rock you'll see similar cracking taking place.
Regards to you.
Cyber-Angel ;D
It's hard to say whats rock and whats lichen. You can also use two layers of the cracked surface with different colors and scales.
Let me take a look at it in a few hours. ;)
Gee Goms, I turn my back and your nearly an expert. COOL!
Wow, this is nearly identical. Very nice work!
cant wait to play with this after my NWDA project is over.
:) :) :) :) :) :)
I've converted this into a Fake Stones shader now, feel free to improve it!
It's not really done, there's much room for improvements imho, but right now I'm too lazy for this. Maybe later.
To adjust the size of the cracks, just use the constant scalar 01.
Of course use it how you want, but give some credits when you use it with a render. ;)
That's a great surface texture - thanks for sharing!
very nice work...thanx!
Very Nice, Thank you.
Hi Goms,
Sorry to be a pain but could you do the TGC again, but organize every thing into a single group; it is making life a bit hard working with the file the way it is now. What I'd like, if you could please is some thing I can take directly into the shaders group that can be hooked up to other shaders in my work flow, I understand why you did what you did but for the moment I tend not to work in that way.
Regards to you.
Cyber-Angel ;D
np
i renamed some of the shaders now for a better understanding. maybe. :)