If you pipe the white noise through a levels node, and make it so that its mostly white(ish) and that there are some blackish, and dark grey pixels, it will get that nice shimmer you see when sunlight hits the sand.
Bacana Though I think that sand dunes would have more wave-like patterns rather than cells, since they're formed by winds. What you have right now looks like it's been stepped on a lot, which would work as a path between dunes I think!
Yeah, I actually started on that already. I have a smooth sand in addition to the one I have there that I'm blending with vertex colors. I'll post an update tonight.
I added the second sand material and blend then with vertex paint. Also added in the generated cliff mesh with a normal and ao bake. Will start playing with the cliff material next.
I'll probably try something fancier with the dune geometry as well... Trying to figure out a good way to warp noise in Houdini if anyone reading this has any ideas I'm all ears
might be cool to see if you could do something like... have a parameter for wind direction (this would need to be in radians), and then compare it with the normal angle of the surface. if the wind is hitting an upward facing surface, give it those wave patterns and give the opposite surface a flat look.
Bruno, Yeah, I might see if I can do some shader LOD stuff to blend the noise in and out. Although the FX is helping that shot a lot. Those will come in later. Also might make the color a bit more red/saturated.
gir, great idea. Right now I have it so I can paint with the footstep noisy sand, but it might be cool to get a windy wavy sand and blend it against the plain sand based on the normal. good idea!
Thanks Kay! I'm going to work on the rocks next, and I'll keep you guys updated
Haven't done much work on that project as I'd like to, but I got in a photogrammetry binge lately. Here's a painted metal material that I scanned and then made tileable in Designer.
Replies
If you pipe the white noise through a levels node, and make it so that its mostly white(ish) and that there are some blackish, and dark grey pixels, it will get that nice shimmer you see when sunlight hits the sand.
Cheers!
Yeah, I had something like that for my roughness, but the screens didn't convey it. Here's a closeup looking straight at the lightsource.
Blingtastic
Also, here's the material in UE4 on a procedurally generated sand mesh (with control curves for player path) done in Houdini
I'll be adding procedurally generated cliffs on the larger sand dune faces next. And hopefully a nice substance to go on them. Thanks for the help!
Yeah, I actually started on that already. I have a smooth sand in addition to the one I have there that I'm blending with vertex colors. I'll post an update tonight.
Good feedback
I added the second sand material and blend then with vertex paint. Also added in the generated cliff mesh with a normal and ao bake. Will start playing with the cliff material next.
I'll probably try something fancier with the dune geometry as well... Trying to figure out a good way to warp noise in Houdini if anyone reading this has any ideas I'm all ears
very subtle so it doesn't get too noisy perhaps?
Been out of town for a little bit. So no updates
Bruno, Yeah, I might see if I can do some shader LOD stuff to blend the noise in and out. Although the FX is helping that shot a lot. Those will come in later. Also might make the color a bit more red/saturated.
gir, great idea. Right now I have it so I can paint with the footstep noisy sand, but it might be cool to get a windy wavy sand and blend it against the plain sand based on the normal. good idea!
Thanks Kay! I'm going to work on the rocks next, and I'll keep you guys updated
I have a marmoset viewer thingy up on artstation
https://www.artstation.com/artwork/painted-metal-material