Today we’re gonna be really destructive, and add another dimension of mayhem to our pillars. We start by editing the cracked filter we made for FilterForge yesterday.

First, we add a Perlin Noise component, where we set a dark brown and a dark grey color. We then feed that into the background of a Cells component, which a rather small scale and a mid yellow brown color as Noise. This will be a perfect sand or mortar background, for the cracks.

Now we clone the Cells component, and change the Noise to dark grey, keeping the black Background. This we feed into the Threshold component, instead of just black as we did yesterday.

Now we add an Image component, which allow us to feed an image into the filter. We copy the Threshold component, and feed the Image as High, and he mortar we did as the Low, using the same Source as the other Threshold.

Now we change the Result component from a simple to a surface, and feed the first, old Threshold as Height, and the new Threshold with the image as Surface Color.

This is the result when we run the filter on the old texture map we had.

And this is the new bump map. I did not reuse the old one as you never know what settings have changed.

And this is the new cracked decorative tiles.

And as the decorative tiles could render a bump map, I rendered one and then applied the cracked filter on that too, with the same settings.

We now open up Cheetah3D, and replace the old maps with the new ones, and render.

And here it is, our 2000 years old, dirty and cracked egyptian decorated stone pillar. This is what I call good work.

And here is the new version of the filter as well.

cracked-2.ffxml.zip

So, we have gone from nice and clean to broken and dirty in two days, that must be a record, time files.

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