Fuzzy/Fluffy shade

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Hi everyone,

I'm trying to get a basic cobweb shader in place for a project, and I would like to add some interesting details to what I have, but I'm a bit lost.. :?
Basically, I'm working on some kind of cobweb looking material and I wonted to ask if it would be possible to add some fuzziness/fluffiness at shader level without going into Fur..

I'm referring to the little fluff growing around the gossamer like in the picture below.

Anyone could point me to the right direction..??

Many thanks

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cobweb.jpg (63.6 KB)

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Hi Enim,

the replication of the Image you refer to needs basicly be done with (fur)copying lines…

But you could also try to textur you main Webstructre, which is hopfuly done by lines to get some similar fluffy effect…

Another Idea would be to resample your main webstructure pretty strong, and to
randomize the width attribute of the lines based on their Points.

hope that helps.

Cherrs
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Hi Micky,

thanks for your reply. I'm currently trying to apply fur, hopefully achieving the expected result. Let's see how it goes.

Texturing is definitely not my strength and to be honest I wouldn't be really sure on how to go about it.. I'm actually using a procedural shader.

As for resampling the web structure, if I have a simple line and I apply a wireframe SOP, is there a way i could randomize the radius between two determined values? I tried, but I'm not too sure about the expression I should use. Maybe a fit function..

Cheers!
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Yes, a fit function like this fit(rand($PT), 0, 1, 0.02, 0.1), works for me if I use a PolyWire SOP, but nor with the wireframe SOP..
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Why using PolyWire or wireframe at all?
Why do you not just use the width attrib? that is much more efficient! than building up a real geometry…
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I would also think about scattering points along lines and generating a attribute based on random Normal directions for the points. Then use that as a base for a fur set up.

rob
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