This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
if there to be used in the same space I would just say combine them in photoshop. ah, if there for difrent places on the same object and you just have to have one shader thin I would say use a biger texture. maya will take up to 8k square.. MR maybe even more if done right.
Ok, but what if one texture is for everything that will be extruded while the other would be for everything that should be intruded into the model?. Ex: one for scars the other for wounds.
well bump maps should do both. The bump map is a nutral gray, at that grayness there is no bump. But you pain on a little wight and there is a bump. draw a black line and there is a cut. Basicly like that so there are both. You might have to invert the black and weight though I don't remember witch is the bump out and bump in.
white is out and black is in (well it should be if you've applied it properly)
As pony said start with your map painted as #555555 (mid grey) and then work to raise and lower from there by painting darker and light to get the variations you need. You dont need two bump maps
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off