THE COPPER TOAD TUTORIALThis tutorial shows how to combine three tools to obtain the effect of weathering on the copper toad head contained in the PT_MultiPatinae demo scene.This will be achieved with the following steps:
Once the scene has been loaded, Softimage looks like this: ![]() Open the material editor: ![]()
The toad has a shiny copper material applyed. ![]() Let's now load PT_Multipatinae from the MATERIAL_SHADERS chapter of the Shader_Lib database: ![]() The dialogue is divided in four different areas:
Define the two layers as follows: ![]() Being the Polishing to 0, the preview only displayes the upper layer as defined in the shader: ![]() Making the Polishing Thickness range between 0 and the sum of the Lower Thickness and the Upper Thickness, you can make the material shift from the Upper layer down to the original Softimage material. Let's now define two textures, to be used as arguments for PT_MultiPatinae.
Choose Texture->2D_Global and load PT_TurboTxt from the TEXTURE2D_SHADERS chapter of the Shader_Lib database. ![]() This shader generates a turbulence pattern looking like this: ![]() Now, go back to PT_Multipatinae and edit its parameters in order to use the turbulence pattern to modify the distribution of the upper layer. ![]() At this point, the render would look like this: ![]() Let's now generate the polishing map.
In the schematic view, select the second dummy texture and choose Texture->PT_MapGen. ![]()
Clicking Ok, PT_MapGen will render the concavity picture. ![]() The picture is made so that once mapped on the model, the black zones correspond to high curvature points, while white zones cover flat sections of the model. Let's now use the map.
Open again the material editor and edit the PT_Multipatinae shader. ![]() Accept the values. We're now ready for the final render: ![]() --------------------- Phoenix Tools srl Via Mauro Macchi 42, 20127 Milan, Italy Tel +39 2 67075747 - Fax +39 2 67075747 E-Mail: info@phoeniximt.it - Web: www.phoeniximt.it/tools |