Hey to all,
I was wondering if anyone knew a way I would be able to Gradient Map my model using a Mask, BUT at the same time, having it driven via the Lambert term?
Example of what I mean:
http://technical-eden.blogspot.ca/2012/01/gradient-mapping-awesome-way-to-get.html
As you can see, mutiple vertically stacked ramps, and pending on the index, etc you can move it around as you see fit, however, my biggest issue is when I try and mix a Lambert term in it, I get derpy results, like edges of my model bleed neighboring colors and darkens everything around it.
Anyone has advice about this? Cheers!
Replies
With this method you should be able to feed through as many textures as you want. You could scale, shift and clamp the values as well to sample on diffrent ranges within a single ramp texture, etc.
Can't say for certain how this holds up performance wise, but I'm fairly certain that this should be a possible way to do it.
Ensure you set the ramp texture wrap mode to clamp and not repeat (otherwise you get some dark spots appearing at the top end and bright spots appearing at the bottom end). Sometimes turning off mips for the ramp texture can help, too.
Edit: oops some of this was already said, but hopefully there's some helpful troubleshooting
wow... this just blew my mind. Thanks for sharing that dude. It never occurred to me to use a texture as if it was one part of the UV coordinate. I feel like my brain just grew by 0.1%