- Mon Dec 17, 2007 12:29 pm
#256448
Pawel: I been looking at your method and results both yesterday and today and as i wrote in my post a page or two back that you chose a very difficult material to add those sparkles to. And i think that's what we're seeing here, because of the pretty big variation of colors and color intensities in the stonematerial you need to boost the ND of your sparkles very high or else they won't show up at all and that in turn causes other issues when it's applied in a scene.
I would probably have chosen a slightly different approach for that material, one where i handpainted in some larger horisontal streaks of crystalized stone which reflects/refracts light and then played with that using a similar type of setup.
One thing i'm not so sure about is the colored sparkles map with the stones visible in it, i think you can do that differently with a 16bit greyscale map instead and no stones visible in it. But i'm not sure, just brainstorming out loud now..
When you submit this maybe you should include two versions, one with sparkles and one without so people can choose which one they wanna use.
Anyways, i think it's nice to see you play with this more complex type creation instead of just adding a displacement map and a colormap and then you're done.
/ Max
I would probably have chosen a slightly different approach for that material, one where i handpainted in some larger horisontal streaks of crystalized stone which reflects/refracts light and then played with that using a similar type of setup.
One thing i'm not so sure about is the colored sparkles map with the stones visible in it, i think you can do that differently with a 16bit greyscale map instead and no stones visible in it. But i'm not sure, just brainstorming out loud now..
When you submit this maybe you should include two versions, one with sparkles and one without so people can choose which one they wanna use.
Anyways, i think it's nice to see you play with this more complex type creation instead of just adding a displacement map and a colormap and then you're done.

/ Max