nish0612
May 2, 2008 07:30:01
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
circusmonkey
May 2, 2008 21:29:22
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
nish0612
May 3, 2008 17:20:53
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…
josh3light
May 3, 2008 19:36:57
you can create an attribute over the whole piece of geometry and use that to drive the mix of the shader.
nish0612
May 4, 2008 11:33:48
but that is just blending the textures together. Which is ok… but i need the decay to grow organically over the tiles… for example like in the film Day after tomorrow… when the frost kinda grows over the buildings…
:?:
AlvinYap
May 7, 2008 22:40:09
How about applying a secondary set of UVs to your entire wall.
Next, imaging a simple 2D wipe over this uv co-ord system.
Now use this 2d wipe as the blend between clean/rust.
GW