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greyocto

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  1. how about some more advanced cavity (and other types of) masking options? I know there are shaders that can use a directional vector and the normal maps vectors to do stuff like snow masking (here's a thread discussing one http://www.polycount.com/forum/showthread.php?p=1193841#post1193841 ) and that kind of thing in 3d coats masking could be extremely useful to me another idea is masking based on exposure to the sun/air, something kind of like global illumination masking which would be great for fading things from exposure to the sun or adding mineral deposits and such where rain has been running down and one more is hard mask by edges which would be great for worn edges, something like this is what I'd want to use it for http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm
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