This time it's about shading the procedural sculpture in Redshift3D using its point color. After revising the color creation we'll import Cd to the Mat context to be used by Redshift. Instead of defining the final colors in the geo context, though, we'll do this inside of the material, as Redshift has a less difficult time, updating only the shaders on the GPU. We develop a proper material network to define the objects final appearance.
The texture used in this tutorial is unfortunately not available as it comes from textures.com and may not be redistributet, but any concrete texture you find online will do.
Entagma
2019-11-15 16:53:59 +0000 UTCzepixel
2019-11-15 16:23:26 +0000 UTCLuis Román
2018-11-19 01:06:19 +0000 UTCEntagma
2018-11-18 08:46:17 +0000 UTC