Mantra程序化贴图Procedural texturing in Mantra – CG environments
In this video I share some workflows useful for CG environments look development (not only). My testing scene is simple but sufficient to demonstrate basic ideas of procedurally driven shaders.
Main topics covered:
– briefly procedural modeling of simple test asset
– building geometry attributes that drive the shader
– automatic, world position based mapping coordinates
– procedural dirt and leaking patterns
– geometry masking by names in shader
– rule-based variable texture paths
Link for the hip file:
app.box.com/s/8qqb7mixnn3stl0f3bq56molgnbnb9dc
谷歌翻译:在这个视频中,我分享了一些对CG环境有用的工作流程(不仅仅是)。我的测试场景很简单,但足以展示程序驱动的着色器的基本思想。
主要议题包括:
– 简单测试资产的简要程序建模
– 构建驱动着色器的几何属性
– 基于世界位置的自动贴图坐标
– 程序性污垢和泄漏模式
– 在着色器中按名称掩盖几何体
– 基于规则的变量纹理路径