Watch the video tutorials to get a good general idea about the perliln noise procedural and how to adjust it/use it. Then paint your wall with a color, apply the paint satin template, and then use the perlin noise as the bump map. I mean small in kilobytes, so a corner of a room with a spot light shining down. In order to figure out the correct parameters and scale to choose for perlin noise, first create a very small test scene. for typical wall bump you could easily choose to use perlin noise procedural. However, if you still desire it, it's not a problem. The camera will not typically be close enough to the wall or at an angle where the bump will really be of any benefit. Then apply it to your walls in your SketchUp model at the scale you desire, and do as Chris suggested above.Īdding wall bump in most cases will slow down rendering while not adding any visual benefit for most architectural views/camera shots. Each of these expressions returns an approximation of the derivative of its input. You first need to make the image a seamlessly repeating bump map, or you will see the edges of the image over and over. In order to implement bump mapping without tangent space, we added two new material expressions to the material editor: ddx and ddy.
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