Hi Douglas, it occurred to me that the height shader may not be suitable for sculpting something like a character. A cavity shader would be good, but the cavity shader tutorials I have seen involve baking dirty vertex to a UV map, so no good for sculpting. However I just came across this scripted solution for a procedural ambient occlusion node. I will be checking it out, so I thought you may be interested.
http://www.creativeshrimp.com/osl-ambient-occlusion-shader-procedural.html Kind Regards, Chris "*Chips*" Lee Mobile: 0410155111 Infin8eye <http://infin8eye.carbonmade.com/> Knight of the DLF IGDA Sydney founding member On 31 March 2015 at 14:32, Chris Lee <[email protected]> wrote: > You cannot use the baked AO to UV map and masking in a sculpt workflow, > no. It is an interesting technique though for visualising a final sculpt. > However the basic setup of any matcap as a texture is so simple, it can > take less than a minute. > I just found this, which provides all the details at a glance: > > http://sozomaika.deviantart.com/art/Blender-Matcap-material-tutorial-431268608 > > Just for reference, you can do this in cycles: > > http://blenderartists.org/forum/showthread.php?303899-SOLVED-matcap-in-cycles-with-nodes > > Plus if you wanted to use nodes to colour the recessed areas procedurally, > you could use a colour ramp. > > http://blenderartists.org/forum/showthread.php?305648-Cycles-Height-based-material > > In theory you could combine the matcap and colour ramp technique, to get a > procedural version of the previous video, but I have not tried to do it. > > Regards, > Chris Lee > > Kind Regards, > Chris "*Chips*" Lee > Mobile: 0410155111 > > Infin8eye <http://infin8eye.carbonmade.com/> > Knight of the DLF > IGDA Sydney founding member > > On 30 March 2015 at 22:58, Knapp <[email protected]> wrote: > >> On Sun, Mar 29, 2015 at 3:54 PM, Chris Lee <[email protected]> wrote: >> >> > Have you tried creating a matcap texture? At least until there is a >> change. >> > I really like this tutorial as it covers the basic setup but takes it >> > further by adding AO to mask another matcap. >> > >> > Combining and creating GLSL Matcap Materials: >> https://youtu.be/FOqEZAwju9U >> > >> > Very cool but it is a baked UV map so you can't use it in sculpt, >> correct? >> >> >> -- >> Douglas E Knapp >> >> Creative Commons Film Group, Helping people make open source movies >> with open source software! >> http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php >> >> Massage in Gelsenkirchen-Buer: >> http://douglas.bespin.org/tcm/ztab1.htm >> Please link to me and trade links with me! >> >> Open Source Sci-Fi mmoRPG Game project. >> http://sf-journey-creations.wikispot.org/Front_Page >> http://code.google.com/p/perspectiveproject/ >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
