Forum: Poser - OFFICIAL


Subject: P6 tip - DirtyNuts style dirt shaders using Ambient Occlusion

Ajax opened this issue on Mar 23, 2005 ยท 67 posts


Ajax posted Thu, 24 March 2005 at 5:46 PM

Here's some dirty chrome :-) Gee, I really better put this down and go and do some work. "Any ideas for using the new Variable nodes?" Yeah, but only vague ideas at the moment. As I was saying, they should allow you to tell areas of rapid surface change (ie sharp bits and creases) from areas of slow surface change. They all seem to be UV map dependent, which limits things a bit. My idea is to use the U and V rates of change to get a sort of average local rate of change and then use that to drive a blender so sharp bits get one colour and blunt bits get another. Average magnitude of the two should do it.


View Ajax's Gallery - View Ajax's Freestuff - View Ajax's Store - Send Ajax a message