Marble tiles
Posted: Mon May 16, 2011 2:05 am
It will be one single phong material, using ISL for its albedo, bump and exponent.
I am already nearly done with the albedo: I would like to increase the randomness in tones distribution (currently dark and light tiles are grouped, depends on tiles frequency though), and add variance in the cement.
It will be easy for the user to customize the reference marble texture (a bitmap currently, wich is scanned over its two dimensions) and the number of tiles, horizontally and vertically. In effect, tiles don't have to be square.
Note that the result will be procedural, wich means that no texels will be visible no matter how close the shot will be.
Thanks to robostimpy for its artwork, and for encouraging us to make our own marble. That may be the matter for another ISL development thread, though not a simple one obviously (I'm reserving myself the right to fly away from that one ).
Concerning an introduction to ISL, I mean to make it a brand different topic, to start with the basics (I just acquired).
I am already nearly done with the albedo: I would like to increase the randomness in tones distribution (currently dark and light tiles are grouped, depends on tiles frequency though), and add variance in the cement.
It will be easy for the user to customize the reference marble texture (a bitmap currently, wich is scanned over its two dimensions) and the number of tiles, horizontally and vertically. In effect, tiles don't have to be square.
Note that the result will be procedural, wich means that no texels will be visible no matter how close the shot will be.
Thanks to robostimpy for its artwork, and for encouraging us to make our own marble. That may be the matter for another ISL development thread, though not a simple one obviously (I'm reserving myself the right to fly away from that one ).
Concerning an introduction to ISL, I mean to make it a brand different topic, to start with the basics (I just acquired).