I dont exactly get it what does it do? Simulate where dirt would be on the object, and bake that into a map in the end, so I can use a shader to render dirt layers in?
@EmpirePhoenix said:
I dont exactly get it what does it do? Simulate where dirt would be on the object, and bake that into a map in the end, so I can use a shader to render dirt layers in?
@nehon said:
oh ok i see the difference, it does not mask bright areas. That's nice.
Yet I would bake it into the diffuse map to avoid an extra texture fetch per pixel and the branching implied by the overlay calculation.
The extra texture fetch appears because of texture saturation. If it will be less saturated.. it will be ok... But anyway, good evil effect :)
Another screen: http://www.mediafire.com/view/?k8j3872f041uyu6
@nehon said:
You didn't!! why not make the script generate random dirt by overlaying it in the diffuse map using the first UV set?
That's would be very handy
the script can bake for the first UV set. Overlay can be set in gimp. Thanks man!