the left material is the procedural representation of the painted concrete on the right of this picture.
currently i only managed to build the diffuse map. the bump will follow.
it came out as a hell of stacked noises with use of berconmaps plugin.
the only problem is, that i still have no technique to blend the "broken concrete" parts at these positions, where they are painted. a vertexcolor mix would soften up the edges too much.
now i plan to assign the "broken"-concrete map, to the "broken"-polys, and the "intact"-concrete to the intact-polys and search for a transition shader
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if you are interested in the shader, you can grab it here
its 3dsmax 2009 version.
here you can see the shadertree
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Wooowwww !!! This is just amazing !!! Can you make video tut for this procedural shader ?
ReplyDeletethank you very much, but no :) that would be too much to talk..and way too much numbers to tell :)
ReplyDeleteyou can download the material and then take a look at the shader
btw. read the next posting, after this on. there is also the bump map done and you can download a 3dsmax file for it!
ReplyDelete