Monsoon opened this issue on Mar 19, 2010 · 165 posts
eonite posted Sun, 28 March 2010 at 8:42 AM
1- Simple fractal/ Noise: Cellular pattern/voronoi 1st-2nd neighbors/spikes followed by filters (as Monsoon suggested). The noise has been chosen to create cracks.
2- Simple fractal/ Noise:Cellular pattern/Crystals. This function should add sharpness.
3- Simple fractal/ Experimented with various noises, mainly Gradient Perlin Noise and Terrain Perlin Noise. This noise is converted into a vector and feeds the origin of the two fractal nodes below. The effect is what can be achieved with turbulence noise. However with the way I chose, the unconverted noise can be mixed with the two other fractal nodes.
The left part is for coloring
4- Color is very simple. The left node is a Color Variation Map.
To the right is a Color Map node into which the "cracks" are fed, in order to apply a darker color to them.