Worked on building custom shaders for the floor, wall and border part which covers the connection between the walls and floor.
Even tho the three shaders are more base on texture map, I could have just use mantra surface shader but creating a custom shader is more efficient.
The mantra surface shader have lots of stuffs that needs to be calculated during the render where as a custom shader only loads in the codes that is needed.
Also creating a custom shader to show it's color or texture map in the viewport needs a little bit of work.
I needed to add in the ogl parameters for the custom shader and either reference the ogl diffuse color to the custom shader's diffuse color or reference the texture map path of the custom shader's to the ogl's.
Making the displacement through the use of the same texture map, I simply use the luminance value of the texture map and use it as the displacement map.
Using my displacement as the color information to better visualized the displacement.
Lowering the value to make it less bumpy
render!
:)
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