Applying "Iray Blizzard" shaders to props
RenderPretender
Posts: 1,041
Hello -
I am trying to apply an "Iray Blizzard"
https://www.daz3d.com/iray-blizzard
slushy tire track shader to a terrain prop. It loads and renders fine, except that the tire tracks are hugely out of scale for the prop and the vehicle on it. Adjusting the horizontal and vertical tiles causes the texture/shader to tile severely and unrealistically. Scaling the prop down and using multiple instances of it has its own issues. I'm trying to achieve the non-tiling ground effect sown in the fifth promo image. How might I overcome this shader issue?
Ideas welcome, and thank you!
Post edited by RenderPretender on
Comments
Maybe apply the shader to a smaller prop, or even a primitive, heck, even a decal or two, that you can lay down copies where you want. Cover up the edges with snow piles, or something. Each can be offset, rotated and/or scaled to avoid obvious tiling. A bit of a chore, though. Maybe UltraScatter can help.
ETA: A soft-edge mask would hide the hard line of the tile. Any overlap would be virtually invisible.
Thank you for your reply. How might I acquire or achieve a soft edge mask?
It is basically a gradient fill, white in the center, black at the edges. Any decent graphics program can do thatif there's a gradient fill tool. I would use maybe the outside 10%-20% or so for the gradient, keeping the middle solid so as to not fade out the texture too much. Or, put a white square on a black background and blur it. A lot. There are probably other quick methods, or find one somewhere. There is a product here with a wide variety of patterns for various purposes. MMX Multi Purpose Pattern Shaders for Iray