For a course project, I need to have this effect where there is a growing decay or rust that is forming over a texture. In my case the texture is a tile and the geometry are individual grids that form a tiled wall/ the texture has been applied to each tile individually. However i need the rust to affect all the tiles, that is growing all over them globally and not on each tile.
I ve attached an image to give an overview of the effect and Currently the decay is static and not growing.
Any suggestion or solutions are more than welcome
Growing decay/rust on a texture
12024 5 1- nish0612
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- circusmonkey
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You need to create an animated mask using noise to drive the bias between the two states
A) I would use a grid to create all my tiles
B) Using the mix vop I would have 1 rusty texture and for input 1 Then a clean tile texture for input 2 . Using an animated noise map to blend between the two
R
A) I would use a grid to create all my tiles
B) Using the mix vop I would have 1 rusty texture and for input 1 Then a clean tile texture for input 2 . Using an animated noise map to blend between the two
R
Gone fishing
- nish0612
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hey,
thanks a million for that. the thing is i right now have a copy sop that copies the tiled pieces over a grid. The tiles have been simulated and brought in with a file sop. however if i apply the shader, its shading all the tiles individually and thus the decay is growing on each tile as well. I want the rust to grow globally over all the geometry/wall…. any suggestions…
thanks a million for that. the thing is i right now have a copy sop that copies the tiled pieces over a grid. The tiles have been simulated and brought in with a file sop. however if i apply the shader, its shading all the tiles individually and thus the decay is growing on each tile as well. I want the rust to grow globally over all the geometry/wall…. any suggestions…
- josh3light
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- nish0612
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- AlvinYap
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