fuzzoom opened this issue on Mar 08, 2005 ยท 13 posts
fuzzoom posted Tue, 08 March 2005 at 1:29 PM
I am trying to create a bumpmap of a spiky texture. I want low, pointy spikes that gradually slope up from the surface, similar to thorns. I have tried every kind of radial gradient to achieve this effect, but none of the bumpmaps I have created look right. I tried procedurals, but that didn't work either. Any ideas? Anyone?
thomllama posted Tue, 08 March 2005 at 5:10 PM
try anything grows.. that will make something aong those lines
Hexagon, Carrara, Sculptris, and recently Sketchup.
sailor_ed posted Tue, 08 March 2005 at 5:35 PM
thomllama posted Tue, 08 March 2005 at 5:45 PM
wow that sounds easy too :)
Hexagon, Carrara, Sculptris, and recently Sketchup.
mdesmarais posted Tue, 08 March 2005 at 8:28 PM
Did you try the Spike modifier?
fuzzoom posted Tue, 08 March 2005 at 9:49 PM
Thanks everyone for the suggestions. I tried the Spike modifier and it wasn't really what I was looking for. I don't have Anything Grows, so I will try the Photoshop suggestion. I am trying to model a kiwano (horned melon). This is a fruit with a spiky outer rind. Should look cool if I can get the spikes right.
ShawnDriscoll posted Tue, 08 March 2005 at 10:22 PM
I think smoothing extruded polygons would work well.
falconperigot posted Wed, 09 March 2005 at 2:33 AM
sailor_ed posted Wed, 09 March 2005 at 7:34 AM
Looks like a horned melon to me! Nice work!
fuzzoom posted Wed, 09 March 2005 at 9:40 PM
Question for Sailor Ed... I modelled a spike shape and rendered it as a Photoshop file. Where are the "G-buffers" that I have to check "distance" in?
sailor_ed posted Thu, 10 March 2005 at 7:11 AM
They are in the render room properties panel under the "Options" tab. They're down at the bottom, you might have to scroll.
Sardtok posted Fri, 11 March 2005 at 7:38 AM
Another option is to model a spike, remove all lights, set an isometric camera pointing directly down at it, set an elevation shader in the glow channel or use a gradient shader in the glow channel. The elevation shader requires more work to do the job, but if tweaked correctly it's a better choice. Another easy choice is to use the color gradient shader, as you can set the control points...
sailor_ed posted Fri, 11 March 2005 at 7:41 AM
Very good! I can see how that would give you better control over the final result.