Graphics Reference
In-Depth Information
This texture will be used to mask off the chips in the paint as well as the bump map for the chips.
5. Create two instances of the texture layer. Then drag the original directly on top of Multi-Fractal
Group Mask in the Paint group, and the instance onto the bump map (the other Multi-Fractal texture).
The second instance will be used shortly and can be hidden for now. This will mask the chips in the
paint to a more controlled area.
6. To edit the Occlusion at this point, click the + next to the group mask. You will see the Occlusion
texture inside. Editing the Occlusion Distance, Variance, and Variance Scale will allow you to fine-tune
the masking of the chipped-off areas. Figure 12-17 shows the texture with some minor adjustments to
these settings.
7. Now, you can unhide the second Occlusion instance. This will be used to add some additional wear
to the edges.
8. Drag this texture to the top of the material and deselect the Invert option.
9. Set the layer blend mode to Multiply and decrease the Opacity until the edges look properly darkened
without the effect being overdone. I used a setting of 20% Opacity.
Figure 12-17: Using layer masks can help control the area where textures appear. Here the chipped off
paint areas are being confined to specific areas of the geometry.
 
 
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